Change Log (2.8-2.25): Difference between revisions
Jump to navigation
Jump to search
No edit summary |
|||
Line 3,483: | Line 3,483: | ||
+ Scout silencer not working. | + Scout silencer not working. | ||
</pre> | </pre> | ||
[[Category:Patch_Notes]] |
Revision as of 08:17, 25 January 2019
Empires 2.8.0 "Asymptote" April 6, 2016 * Bugfixes: Crash when spawning an APC, if you fire the MG immediately after constructing it Comm crash fix Commander can once again place buildings near enemy walls, engineer cameras & radars, and unbuilt buildings Reverted unintentional change, so that vehicle weapons aim towards the crosshair again, rather than parallel to your aiming direction (dual cannons still work) Fixed exploit building through the walls of emp_canyon, by reinstating a check from 2.6.9 that was missing Reverted unintentional change; you can now build through ammo crates again (and multiplayer physics props) The squad popup back in your face every round, because we just can't trust you to remember Fixed building underwater and through world, found in 2.8.0 beta Fix vehicles not being forced out of vehicle factory on creation. Removed emp_gauntlet descriptions since that map is gone Map description file for emp_noreturn * Balancing changes for "Asymptote" For years, there have been only 1~2 usable armors. We would like each armor to have its own special trait that makes it a decent option to research under different circumstances; to that end, we've modified capacitive, absorbant and reflective, as well as bio MG and plasma MG, to better suit the strategic commander. We've also buffed railguns and nerfed walls to make for a faster endgame. Artillery is back, baby! The new 180mm Artillery Cannon packs a much better punch than before. See the full changelog below. * Other code fixes: 8 traces in cilinder to establish evenness of terrain; draw traces that fail No more building placement on top of buildings/players/vehicles. Arty Max Weight 870->855 Health 150->125 Reduced collision radii of all buildings to fit snugly around the model, allowing the ramps on all buildings to stick out and overlap. Added OffsetZ of 10 for all buildings to enable placement on not quite even terrain (except for walls, those weren't touched) Added building_flushscript cheat, to allow you to keep the game running while adjust building collision bounds Added con command to give a team resources, only usable by server admins; "emp_give_resources" Added cl_mute_all_comms to mute chat as well as voice. Don't count player dropped buildings towards the max turret limit. Disabled stripping symbols for server for better sourcemod support Rename Assault class to Scout. DefaultLightmapScale is now 64; this is a setting for new brushes created in hammer, and was requested by DocRabbit; it does not change how existing maps will compile A player's ticket usage is also incremented for first spawn, as they use a ticket anyway. Save player stats when they spawn and are killed. Re-added building hints, reimplemented much simpler than the old ones, and properly scaling to screen size Updated the Source SDK with the latest code from the TF and HL2 branches. (now on 0d8dceea431 in the Source SDK, latest commit) * Non-code fixes: New models for Brenodi engineer camera and radar, courtesy of Smithy. emp_streetsoffire: Fixed misaligned overlay outside BE main. Change contributed by D.D.D. Destroyer. emp_district402: Fixes flag model for be 3rd flag using the wrong emp_cap_point Add a template map for new mappers: SteamApps\common\Empires\empires\mapsrc\emp_template.vmf Change starting armor in emp_glycencity to absorbant instead of budget. Replaced the broken "test microphone" textures. * Semantic versioning: We're now using semantic versioning as described on http://semver.org/ The major version number is 2, and is bumped whenever we change so much that the game is fundamentally different. The minor version number is 8, and is bumped for any change that requires both server and client to update The patch version number is 0, and is bumped for any change that does not require an update to remain compatible - so, only crash fixes. See the forums for more discussion on our versioning system. In addition to semantic versioning, which is useful for server owners and devs mostly, each future version will maintain a name for the current balancing (or "scripts"), with an optional suffix to indicate small tweaks or (potentially major) bugfixes. This also helps for beta testers to know what balancing they are testing. * More detailed balancing changelog: HEMG Damage 11 -> 10.5 Reflective->Deflective (thanks Mr.X), also corrected a typo (absorbant). Bio MG rework, more single shot dmg, longer cycle time, much shorter bio dmg interval. Plasma MG rework, lower heat gen & heat to enemy, longer cycle time, higher damage. Angle modifier 1->0.95 & 10% shell/missile/MG resist for Deflective, 15% MG resist for Absorbant. HML dmg 45->52 clipsize 6->7 reload time 6->5 SHML lock time1.5->1.2 total clip 6->7 5% shell/missile resist for Deflective, 15% vehicle MG resist for Absorbant. Capacitive cost 15->20 Capacitive rework, more hp, no degen, negative angle modifer, increased bio dmg. Absorbant health 60->66 Explosion force 100000 -> 70000, less flipping. Artillery cannon rework, higher "alpha" damage, lower DPM. Higher radius except for ranged. (2.8.1 buffed the range for the small and medium arty) wall resist against kinetic/missile 0.95->0.925, everything else 0.97->0.94 (mortar and seismics unchanged); NB; effective strength against tanks halved Always spawn with max ammo for BEHR. Reactive weight 20->18 HMG Stamina drain decreased significantly, slight damage buff. Abs bio damage modifier 0->0.3 DUMG/DUHMG spread 0.04->0.03 Regen health 60->70 Regen 0.067->0.07 Composite cost 15->20, reason same as Deflective. Deflective cost 15->20, this is to make cheaper armor stands out. NFHR rework, damage buff, slightly increased cycle time, better standing acc, lower crotch/prone acc. BEAR rework, damage & accuracy buff, slightly longer cycle time. NF&BE ref now have same resists. Budget armor removal. Rail gun damage 45->50 Absorbant cost 12->4 DUMG damage 4->5 DUHMG damage 6->8 Coolant engine buff; +10% heat dissipation, -25% heat output at max Empires 2.7.1 February 17, 2016 --------------------- Empires 2.7.1 Changes Building previews now also print the reason why they cannot be built in their current position on screen, next to the building, which is colored according to the "main" reason. When outside of range, many of the reasons are not shown, to prevent scanning unexplored territory with a building preview to find enemies or enemy buildings. Also, it is no longer disallowed to have a building preview active when there are not enough resources for the building. This means you can have a building positioned beforehand, to place it the exact moment the resources come in. don't always show the squad menu; only if you have to wait for commandervote AND have enough teammates Added release notes since 2011 fixed NF barracks rotation fixed revive bug; revive wouldn't work in some areas of some maps due to buffer overflow fixed wall preview remaining after leaving command view fixed inability to bind semicolon key to commands fixed inconsistent wall height for small walls fixed MG attachment origin fixed collision meshes on BE barracks, armory and VF fixed BE mine cooking (consistent with NF; you can click and hold to play the animation while in a safe spot, and then release the mousebutton to drop the mine immediately) fixed bug; Holding shift and dropping buildings quickly allows you to drop more buildings than you can afford fixed news panel; uses the main websites news archive page fixed various causes of undefined behaviour fixed many assert failures, so that debug builds can run properly fixed a lot of the compiler warnings (generated by Visual Studio, gcc and PVS) fixed shader building on windows fixed brenodi heavy tank's dual cannons going off at an angle swap: gave binocs to scout (no longer "Assault", armour to rifleman) Balance changes: Nerfed NF heavy slightly; Max Weight 1396 -> 1366, plates on all sides 7 -> 6 BE pistol2; 9% less damage; doubled time between shots; decreased headshot damage modifier -25%; made 17% more accurate while standing, 10% more accurate while ducking NF shotty pistol deals 9% less damage; .5 s between shots to prevent double-click instakill; increased minimal damage 22% made both smg1's less accurate; 25% when standing, 23% when crouched, 26% less accurate while prone (Upgraded) Grenade launcher weight 50 -> 40, explosion radius of UGL decreased 10% HEMG weight 30 -> 40 DUMG weight 30 -> 40; DUHGM weight 50 -> 70 .50 cal MG weight 70 -> 50; HMG weight 90 -> 65 Lowered max weight of NF&BE APCs by 45 (approx. 5%) all APC engines are 10 weight nerfed reflective hp 10% (80 -> 72) Hotfixes: 2.7.1 - crash when you click immediately after spawning an APC Empires 2.6.9 June 27, 2015 --------------------- Empires 2.6.9 Changes Fixed Fixed LoDs for NF barracks causing walls to disappear Changed Improved handling for jeeps and AFV, courtesy of Lazybum New version of emp_escort, courtesy of complete_lamer New NF jeep model, courtesy of Redskull Plasma Cannon Heat Generated: 8 -> 20 Infantry Weapons All changes courtesy of Spike SMG2 Accuracy Upgrade Modifier: 0.7 -> 0.85 Standing Spread Max: 0.04 -> 0.05 Shotty Pistol Falloff: 350 -> 250 Spread increased slightly (0.06 -> 0.07) NFAR Clip Size: 25 -> 30 Accuracy Upgrade Modifier: 0.9 -> 0.85 Ducking Spread Increment: 0.0035 -> 0.0036 NFHR Damage: 42 -> 48 CycleTime: 0.14 -> 0.22 Minimal Damage: 35 -> 38 Ducking Spread Increment: 0.006 -> 0.0010 Prone Spread Increment: 0.0050 -> 0.0010 Ducking horizontal kick increased Empires 2.6.8 May 10, 2015 --------------------- Empires 2.6.8 Changes Weapon names --NF -Heavy smg -> Heavy carbine Research -Removed cost to all tank chassis --Advanced Machining -time to research 120 -> 60 Vehicle weapons --plasma mg -heat to target 0 -> 2 -rounds in clip 200 -> 100 --plasma cannon -heat to target 0 -> 10 --HEMG -clip size 50 -> 25 Infantry Weapons -new iron sights for BEAR - NFAR - NFHR --smg2 -max spread (standing) 0.05 -> 0.04 -decreased spread per shot (standing) 0.08 -> 0.09 --smg3 -clip size 30 -> 20 -lowered kick slightly -weapon spread (crouched) 0.008 -> 0.007 -spread per shot (crouched) 0.007 -> 0.006 --nfar -damage 35 -> 38 -min damage 30 -> 25 -spread per shot (standing) 55 -> 50 -spread per shot (crouched) 45 -> 35 -spread per shot (prone) 38 -> 30 Empires 2.6.7(a) May 4, 2015 --------------------- Empires 2.6.7 Changes Fixed Fixed the quick start menu Changed Reverted vehicle handling to as it was in 2.6.5 Improved NF barracks Script Changes Infantry Classes Scout ("Assault" In-Game) Added Scout Rifle (NF & BE) Removed SMG1 (BE) Rifleman Added pistol2 (BE) Infantry Weapons SMG1 (NF & BE) Damage 25 -> 30 SMG2 Damage 35 -> 30 CycleTime 0.085 -> 0.075 Damage Head Modifier 1.4 -> 1.2 clip_size 30 -> 35 Spread Significantly Changed (Generally Decreased) Shotty Pistol Damage 12 -> 22 Bullets 16 -> 9 CycleTime 0.2 -> 0.18 MeleeDamage 70 -> 40 Machinepistol Damage 25 -> 22 CycleTime 0.07 -> 0.075 Falloff 900 -> 800 MinimalDamage 18 -> 10 Damage Head Modifier 1.8 -> 2 MeleeDamage 70 -> 50 Spread Significantly Changed (Generally Decreased) pistol2 CycleTime 0.20 -> 0.13 Falloff 1000 -> 1200 MinimalDamage 25 -> 35 Damage Head Modifier 1.8 -> 2 MeleeDamage 70 -> 40 StandingSpreadDecrement 0.05 -> 0.04 Kick Significantly Changed (Generally Increased) Scout Rifle (NF & BE) MinimalDamage 30 -> 60 Damage Head Modifier 1.8 -> 2 HMG (NF & BE) Damage 20 -> 25 Bullets 2 -> 1 Falloffbase 0.9 -> 0.75 Falloff 1000 -> 1500 MinimalDamage 5 -> 15 Damage Head Modifier 1.2 -> 2 clip_size 200 -> 75 Spread, Kick & Stamina Penalty Significantly Changed BEAR Damage 54 -> 30 CycleTime 0.23 -> 0.070 Falloff 3000 -> 2500 Falloffbase 0.65 -> 0.90 Minimal Damage 40 -> 20 SemiAutomatic 1 -> 0 Damage Head Modifier 2 -> 1.5 Damage Limb Modifier 1 -> 0.7 clip_size 12 -> 20 Spread & Kick Significantly Changed NFAR Damage 35 -> 40 CycleTime 0.070 -> 0.090 MinimalDamage 15 -> 30 clip_size 30 -> 25 StandingSpreadIncrement 0.0046 -> 0.0055 DuckingSpreadIncrement 0.0042 -> 0.0045 NFHR Damage 20 -> 45 Bullets 3 -> 1 CycleTime 0.23 -> 0.14 Falloff 3000 -> 2000 Falloffbase 0.65 -> 0.75 Minimal Damage 15 -> 35 clip_size 15 -> 12 Spread & Kick Significantly Changed Patch 2.6.7a: Fixed a texture issue with the NF Barracks Removed concs from the Assault NFHR Damage: 45 -> 42 NFHR Max Ammo: 36 -> 48 NFAR Damage: 40 -> 35 BEAR Max Ammo: 36 -> 80 Empires 2.6.6 April 25, 2015 --------------------- Empires 2.6.6 Changes Fixed vehicle handling Tweaks for collisions and lighting on NF radar and barracks New Radar and Barracks models, courtesy of Angry New sights for NFAR, NFHR, BEAR and BE RPG, courtesy of Spike Removed rollbars on NF Jeep, courtesy of Smithy Tweaked handling on some vehicles Vehicle Weapons Plasma Cannon Damage: 75 -> 80 Weight: 100 -> 80 Explosion Radius: 300 -> 350 Railgun Weight: 100 -> 80 DU MG Reload Time: 3.0 -> 2.0 DU HMG Reload Time: 4.0 -> 3.0 Vehicle Armor Composite Weight: 12 -> 15 Reflective Health: 100 -> 80 Weight: 18 -> 15 Capacitive Health: 140 -> 120 Weight: 18 -> 15 Research Advanced Machining Research Time: 60 -> 120 Empires 2.6.5 March 28, 2015 --------------------- Empires 2.6.5 Changes Fixed minimum damage not working for vehicle MGs. Allowed e-repair of buildings and increased e-build rate from 40% to 66% of engineer base build rate. Tweaked NF refinery texture mapping. Removed concs from engineers. Vehicle Weapons Plasma Cannon Damage: 110 -> 75 Heat: 20 -> 10 Weight: 80 -> 100 Cycle Time: 3 -> 2 Railgun Heat: 8 -> 7 Vehicle Armor Composite Angle Modifier: 0.75 -> 0.25 Regeneration: 0.035 -> 0.02 Vehicle Engines 3-Phase Heat Ouput At Max: 4 -> 3 Heat Output At Idle: 1 -> 2 Stall On Armor Damage: 50 -> 100 Stall On Health Damage: 30 -> 60 Stall On Heat: 0.7 -> 0.9 Medium Cost/Weight: 40 -> 30 Heavy Cost/Weight: 50 -> 30 Heavy Dissipation: 11 -> 10 Fission Heat Output At Max: -7 -> -1 Heat Output At Idle: 5 -> 1 Heat Dissipation: 6 -> 5 Heavy Heat Dissipation: 8 -> 7 Advanced Coolant Heat Ouput At Max: 11 -> 8 Heat Dissipation: 10 -> 9 Heavy Heat Dissipation: 14 -> 11 Research Moved Reflective armor from Projectile Physics into the root of Physics. Empires 2.6.4(a) March 21, 2015 --------------------- Empires 2.6.4 Changes Maps Updated Glycencity and modified surface friction for snow/ice Vehicle Weapons Heat To Target removed from all weapons Standard MG Falloff: 2000 -> 1000 DU MG Damage: 6 -> 4 Heat: 1 -> 0.5 Weight: 50 -> 30 Clip Size: 40 -> 80 Reload Time: 2 -> 3 Minimum Damage: 4 -> 3 DU HMG Damage: 8 -> 6 Heat: 1 -> 0.5 Weight: 80 -> 50 Clip Size: 60 -> 120 Reload Time: 3 -> 4 Minimum Damage: 6 -> 5 Chain Gun Falloff: 1500 -> 1000 Medium Chain Gun Falloff: 1500 -> 1000 High Explosive MG Fixed explosions not doing area damage Damage: 14 -> 11 Heat: 2 -> 1.5 Weight: 60 -> 30 Clip Size: 25 -> 50 Railgun Damage: 50 -> 45 Heat: 7 -> 8 Salvo-Homing ML Damage: 50 -> 40 Weight: 70 -> 100 Lock On Time: 0.4 -> 1.5 Lock Range Modifier: 0.0004 -> 0.0005 Vehicle Armor Composite Health: 60 -> 80 Reactive Cost: 20 -> 15 Reflective Cost: 18 -> 15 Regenerative Health: 80 -> 60 Regeneration: 0.05 -> 0.067 Absorbent Health: 40 -> 60 Speed to Damage: -0.00016 -> -0.00011 RPG/Sticky/Mortar/Mine/Bio/AP Resists: 0 Capacitive Weight: 15 -> 18 Regeneration: -0.05 -> -0.04 Vehicle Engines Biodiesel Heat Capacity: 100 -> 125 Research New research icons courtesy of Lazybum Upgraded Chassis Cost: 0 -> 500 Medium Tank Chassis Cost: 0 -> 1000 Artillery Tank Chassis Cost: 0 -> 2000 Advanced Chassis Cost: 0 -> 1500 Heavy Tank Chassis Cost: 0 -> 1500 Infantry Weapons NF/BE HMG Bullets: 1 -> 2 Cycle Time: 0.04 -> 0.08 Accuracy Upgrade Modifier: 0.9 -> 1.0 Standing Spread: 0.04 -> 0.03 Ducking Spread: 0.04 -> 0.03 Prone Spread: 0.04 -> 0.03 Standing Spread Max: 0.7 -> 0.1 Ducking Spread Max: 0.7 -> 0.1 Prone Spread Max: 0.7 -> 0.1 Stamina Penalty Standing: 2.5 -> 1.5 Stamina Penalty Crouching: 2.0 -> 1.0 Stamina Penalty Prone: 1.5 -> 0.5 Patch 2.6.4a: Fixed damage resistance not being applied to HEMG Shotguns no longer do an extra pump at the end of a reload if it was pumped before the start of the reload Empires 2.6.3 March 14, 2015 --------------------- Empires 2.6.3 Changes Infantry: Pistols, NFAR/BEHR, Mortar, RPG, SMG1/2 all got reverted to how they were before. Machine Pistol and SMG3 were slightly nerfed to stay on the safe side, because I want to see how everything else fits together before bringing them on par with everything else. BEAR was left the same, though I reverted the changes to localized body damage. NFHR was given that 3-shot thing; I remember a lot of people liked it when it was 3-shots. Damage has been lowered and spread increased on it. HMGs have be overhauled (again). Due to people constantly telling me how important they are for a support weapon, I increased the ROF, spread, recoil and lowered the damage. The net effect is a weapon that for like 8 seconds can provide ridiculous covering fire. The spread and recoil *should* be high enough for it to not be OP, along with the falloff, but it might be a bit too strong. Scout rifle is gone, again. Grenades were untouched. Most of them had timer shortages, but they seemed fine to me anyway. Shotguns were mostly untouched, but I did the same thing as I did with BEAR and reverted body damage changes; it's going to be a decent bit weaker now. Most infantry-infantry resists got thrown out; scout has a 20% resist against bullets and rifleman 30%. Scout also has a 20% against grenades and 10% against mines. Every class has a 90% resist to seismics again. Weapon descriptions are going to be a bit off. Vehicle weapons: Plasma got a heat nerf, so it dishes out half the heat as before. Rails got a damage nerf, clip size nerf, heat nerf, speed nerf. They're all small; it's how it was back in 2.51. Dual small arty is back. Yay. So is medium arty, but who uses medium arty anyway? UML and BioML got reverted, which ends up being a small buff to both. Nukes were also reverted, so they're slower with less heat and more spread. Salvo was reverted, ends up being a nerf. Homing got buffed by being reverted, same with guided. Grenade launchers got reverted and nerfed. Every weapon that was added has been removed. Vehicle chassis: Pitches were reverted; NF heavies still have 2x3-slot MLs. They also have 275 chassis health while BE heavies have 225. Cost, base weight and plate counts have been reverted. Vehicle armor: Not a lot changed, actually. Plain got a health nerf with a weight and cost buff from being reverted. Composite was made a smidge more expensive. Regen is cheaper and lighter. I left Budget and Capacitive in; Capacitive got a slight buff from -0.05 to -0.04 decay rate. Vehicle engines: Compact engine was removed. Speeds were adjusted to be closer together. For researched engines, heavies range start at 30, mediums/APCS at 40, LT/AFVs at 50. Standard engine is 5 slower than the lower end of the range and so is reverse speed. AC is +0, Bio is +3, Gas is +5, Fission is +7 and 3-phase is +10. So, for example, a 3-phase Heavy would move at 40 with a reverse speed of 25, while an AC LT would move at 50 with a reverse of 45. Buildings: Turrets lowered from 75 to 50 resources; missile turn rate lowered to 1000 > 1400 > 1800 from 1800 across all levels. Empires 2.6.2(a) February 12, 2015 --------------------- Empires 2.6.2 Changes Fixed Fixed NF Medium left ML occasionally hitting the chassis Fixed emp_tutorial for new players Script Changes Vehicle Weapons DU MG Falloffbase 0.6 -> 0.8 MinimalDamage 3 -> 4 DU HMG Falloffbase 0.6 -> 0.8 MinimalDamage 4 -> 6 Std ML Cost 50 -> 30 Total Ammo Clips 5 -> 6 SHML Description "A missile launcher that fires four missiles at once which home in on the locked on target." -> "A missile launcher that fires a salvo of missiles at once which home in on the locked on target." //description given when selecting weapons FML Total Ammo Clips 5 -> 6 GML Added Name -> Guided ML Description -> "A missile launcher which fires a missile that follows the crosshairs after launch." Size -> 1 Cost -> 40 Research -> "Guided Missiles" Damage -> 40 Speed -> 1800 Heat -> 6 Weight -> 40 Cycle Time -> 1.2 Clip Size -> 4 Total Ammo Clips -> 6 Reload Time -> 3 Projectile Spread -> 1.5 Heat To Target -> 0.1 Explosion Radius -> 100 Explosion Force -> 50 Guided Missile -> 1 Missile Range -> 5000 Turning Ability -> 6 PML Added Name -> Plasma ML Description -> "A fast and accurate dumb fire missile launcher able to transfer a large amount of heat into the target and put it into an overheated shutdown." Size -> 1 Cost -> 40 Research -> "Plasma Missile Projectile" Damage -> 40 Speed -> 2400 Heat -> 6 Weight -> 40 Cycle Time -> 0.9 Clip Size -> 4 Total Ammo Clips -> 6 Reload Time -> 3 Projectile Spread -> 0.5 Heat To Target -> 6 Explosion Radius -> 300 Explosion Force -> 100 Mk 1 Auto CN Added Name -> Mk 1 Auto Cannon Description -> "This small cannon fires quickly, but utilizes clips that must be reloaded." Size -> 1 Cost -> 60 Research -> "Auto Cannon" Damage -> 20 Speed -> 3900 Heat -> 4 Weight -> 60 Cycle Time -> 0.5 Clip Size -> 16 Total Ammo Clips -> 4 Reload Time -> 4 Projectile Spread -> 0.015 Heat To Target -> 1 Explosion Radius -> 150 Explosion Force -> 100 Vehicle Armor Absorbant Armor InfantryMineResist 0 -> 0.65 InfantryMissileResist 0 -> 0.80 InfantryMortarResist 0 -> 0.80 Brittle Armor InfantryMineResist 0 -> -1 InfantryStickyResist 0 -> -1 InfantryMissileResist 0 -> -0.35 InfantryMortarResist 0 -> -0.35 Vehicle Chassis Heavy Tank (NF & BE) Max Front Armor 6 -> 8 Max Rear Armor 6 -> 4 Vehicle Research All times halved. Plasma Missile Projectile Added Parent -> "Superheated Material Physics" Time -> 60 Auto Cannon Added Parent -> "Improved Flagration Compounds" Time -> 60 Infantry Weapons behr //somewhat reverted accuracy nerf. "StandingSpreadModifier" 0.1->"0.05" "DuckingSpreadModifier" 0.1->"0.02" nfar "StandingSpreadModifier" 0.1->"0.05" "DuckingSpreadModifier" 0.1->"0.02" smg1 //people bitched about handling, doubletaps should be much more accurate now. "StandingSpreadIncrement" 0.006->"0.004" "DuckingSpreadIncrement" 0.006->"0.004" "ProneSpreadIncrement" 0.004->"0.003" hmg //improved accuracy but significantly increased falloff, should land hits easier but will do less damage, very lethal up close. "StandingSpread" 0.05->"0.035" "DuckingSpread" 0.05->"0.035" "ProneSpread" 0.05->"0.035" "Falloff" 900->"100" "StaminaPenalty_Standing" 3.5->"2.5" "StaminaPenalty_Crouching" 3.5->"2.5" "StaminaPenalty_Prone" 3.5->"2.5" BEpistol2 asslt reserve 14->28 rifle reserve 14->28 gren reserve 14->28 engi reserve 14->28 shotguns //slight accuracy buff, should help to kill assaults up close spread(all) 0.08->0.06 patch 2.6.2a: Script Changes Vehicle Armor Absorbant Bioweapon Damage Modifier 0.65 -> 0.35 InfantryMineResist 0.65 -> 0.35 InfantryStickyResist 0.65 -> 0.35 InfantryMissileResist 0.80 -> 0.20 InfantryMortarResist 0.80 -> 0.20 Empires 2.6.1 January 27, 2015 --------------------- Empires 2.6.1 Changes Changed Tweaked NFHR animation Script Changes Vehicle Weapons DU MG Damage 4 -> 6 DU HMG Damage 6 -> 8 HE MG Reload Time 5 -> 4 HE Cannon Explosion Force 200 -> 300 UML Cycle Time 0.75 -> 0.6 Explosion Radius 450 -> 300 Bio Cannon Clip Size 20 -> 30 Vehicle Armor Composite Regeneration 0.05 -> 0.035 Absorbant Weight 10 -> 12 Cost 10 -> 12 Health 20 -> 40 Speed To Damage Modifier -0.00021 -> -0.00016 Bioweapon Damage Modifier 0.5 -> 0.65 APBulletResist 0.75 -> 0.5 InfantryStickyResist 0 -> 0.65 Regenerative Weight 15 -> 18 Cost 15 -> 18 Health 60 -> 80 Regeneration 0.10 -> 0.05 Brittle Speed To Damage Modifier 0.00033 -> 0.00012 KineticResist -0.3 -> -0.5 Vehicle Engines Standard Engine (Jeep) Description "This engine is the only jeep engine. It uses turbine technology." -> "This engine is the only jeep engine. It uses hybrid electric-turbine technology." Max Speed 62 -> 75 Heat Dissipation 7 -> 8 Standard (APC) Cost 10 -> 20 Standard (all other chassis) Cost 35 -> 30 Gas Turbine (all chassis) Cost 40 -> 20 3 Phase (APC) Cost 50 -> 30 3 Phase (LT) Cost 50 -> 30 3 Phase (Medium, Arty) Cost 70 -> 40 Fission Reactor (APC) Cost 50 -> 10 Fission Reactor (LT, Med, Heavy, Arty) Cost 70 -> 10 Bio Diesel (APC) Cost 50 -> 20 Bio Diesel (LT, Med, Heavy, Arty) Cost 70 -> 20 Coolant (APC) Cost 50 -> 30 Coolant (LT, Med, Heavy, Arty) Cost 70 -> 30 Compact (all chassis) Cost 10 -> 5 3 Phase (Med, Arty) Weight 50 -> 40 Fission (all chassis) Weight 15 -> 10 Coolant (all chassis except Heavy) Heat Output At Max 10 -> 11 Heat Dissipation 9 -> 10 Coolant (Heavy) Heat Dissipation 13 -> 14 Standard (Heavy) Max Speed 20 -> 18 Gas Turbine (Heavy) Max Speed 33 -> 30 3 Phase (Heavy) Max Reverse Speed 26 -> 35 Fission (Heavy) Max Speed 27 -> 25 Max Reverse Speed 23 -> 25 Bio Diesel (Heavy) Max Speed 26 -> 24 Max Reverse Speed 20 -> 24 Coolant (Heavy) Max Speed 24 -> 22 Max Reverse Speed 20 -> 22 Compact (Heavy) Max Speed 26 -> 24 Max Reverse Speed 20 -> 24 Vehicle Chassis BE Heavy Tank Cost 900 -> 1000 NF Heavy Tank Cost 800 -> 1000 Vehicle Research All times doubled. Infantry Classes Rifleman //Mine resist brought in line with other classes. Mines oneshot all infantry now InfantryMineResist 0.4->0.0 Grenadier InfantryMineResist 0.4->0.0 Infantry Weapons BEHR //Nerfed at close range, long range damage is still the same Base damage 42->35 "StandingSpreadModifier" 0.015->0.1 "DuckingSpreadModifier" 0.015->0.1 NFAR //identical nerf to BEHR Base damage 42->35 "StandingSpreadModifier" 0.01->0.1 "DuckingSpreadModifier" 0.01->0.1 BECR/NF50C //nerfed acc upg and made pinpoint while stationary Accuracy upgmod 0.3->0.5 "StandingSpread" 0.001->0.0 "DuckingSpread" 0.001->0.0 "ProneSpread" 0.001->0.0 BECR Minimum Damage 10->40 (this was an error) LSMGs //changed to mp7 style smg, super rate of fire which loses control quickly. Similar handling when tap fired though. Cycletime 0.09->0.06 "StandingSpreadIncrement" 0.0022->0.006 "DuckingSpreadIncrement" 0.0022->0.006 Clipsize 25->20 Reserve Ammunition 75->80 HSMG //gentle nerf, I don't think it's too OP but it needs a slight tone down. It'll be harder to tapfire successfully Cycletime 0.13->0.15 "StandingSpreadDecrement" 0.1->0.06 "DuckingSpreadDecrement" 0.1->0.06 BEHP //buffed up slightly as pistol1 feels superior. Cycletime 0.2->0.15 "StandingSpreadDecrement" "0.04"->0.06 BEASt //decreased cycletime by popular demand Cycletime 0.4->0.3 HMG //decreased cycletime by popular demand Damage 15->60 Cycletime 0.05->0.15 Falloffbase 0.75->0.5 (falloff is now very fast) Clipsize 100->50 Reserve Ammo 200->100 Stamina Penalty 1->3.5 Empires 2.6 January 14, 2015 --------------------- Empires 2.6 Changes Fixed Fixed wheels clipping through on BE jeep model. Fixed some texture stretching on NF's VF model. Fixed NF SMG3 ejecting shotgun shells. Fixed the NF & BE shotgun animation speed. Fixed the BE shotgun muzzle flash. Fixed an issue with firing RPGs. Changed Added additional weapon attachment points to the NF Medium Tank, NF Light Tank, BE Medium Tank & BE Heavy Tank models. Removed sabotage DoT on everything but turrets. Script Changes Vehicle Armor Plain Armor Health 40 -> 60 Composite Health 40 -> 60 Reactive Health 100 -> 120 Reflective Health 80 -> 100 Regenerative Health 40 -> 60 Regeneration 0.15 -> 0.1 Absorbant Weight 12 -> 10 Cost 12 -> 10 Health 40 -> 20 Speed to Damage Modifier -0.0001 -> -0.0002 Bioweapon Damage Modifier 1 -> 0.5 APBulletResist 0.5 -> 0.75 Budget Health 40 -> 60 Brittle Health 100 -> 160 Speed To Damage Modifier 0.0001 -> 0.00033 Bioeapon Damage Modifier 1 -> 2 KineticResist -0.5 -> -0.3 APBulletResist -0.5 -> -3 Capacitive Health 100 -> 140 Regeneration -0.06 -> -0.05 Vehicle Chassis Jeep (NF & BE) massCenterOverride "0 0 0" -> "0 0 -1" massoverride 1500 -> 1750 faststeeringrate 0.75 -> 1 Wheel Mass 300 -> 325 frontbrakefactor 1 -> 0.5 rearbrakefactor 0 -> 0.5 NF Jeep keepuprighttorque -> 1 BE Jeep Wheel Radius 18 -> 20 AFV Health 300 -> 200 NF LT Health 200 -> 150 APC (NF & BE) Health 250 -> 150 Medium Tank (NF & BE) Health 300 -> 200 Added 1-slot ML BE Heavy Tank Max Missile Launchers 3 -> 2 Added 1-slot ML NF Heavy Tank Max Missile Launchers 6 -> 4 Added 2 1-slot MLs Unmentioned from Previous Release Walls (NF & BE) Cost 25 -> 15 Refinery (NF & BE) Carcass Removal Time 15 -> 10 NF Vehicle Factory Recycle Time 5 -> 20 Infantry Classes Scout is now renamed to Assault Assault InfantryBulletResist 0.35->0.4 InfantryMortarResist 0.0-> -0.2 InfantryExplosiveResist 0.0-> -0.2 InfantryMineResist 0.4->0.0 Max Concussion Ammo 2->1 Engineer InfantryMineResist 0.4->0.0 Can now carry concussions Max Concussion Ammo 2->1 Rifleman InfantryMortarResist 0.1-> -0.1 //Riflemen are more mobile now, so they are getting a small weakness to mortar to compensate Default grenade is now Explosive Infantry Weapons NFHMG Max Damage 15->20 Min Damage 7->9 BEASt Falloff 1500->900 //this was an error I made last time Shotguns Max Damage 36->42 (per pellet) All Pistols Melee Damage 40->70 SMG3 Now has functioning killicon Melee Damage 40->90 "DuckingKick_X_FullSpread_Max" 1->3 "DuckingKick_X_FullSpread_Min" 0->1.5 "DuckingKick_X_NoSpread_Max" 0.5->2 "DuckingKick_X_NoSpread_Min" 0->1.5 "DuckingKick_Y_FullSpread_Max" 0.1->3 "DuckingKick_Y_NoSpread_Max" 0.05->1 "ProneKick_X_NoSpread_Max" 0.5->1 "ProneKick_X_NoSpread_Min" 0->0.5 Concussion and HE Nade Grenade Timer 2->3 Empires 2.52.9 January 10, 2015 --------------------- Empires 2.52.9 Changes Added Added keybindings for selecting buildings to be placed as comm. Fixed Fixed vehicle MGs damaging the wrong side. Fixed a parsing error on the chassis script by removing all mentions of the extra chassis. Added a ".bak" version of the chassis script that can unlock the extra chassis. Fixed NF heavy turret collision mesh. Fixed NF CV getting stuck on single turrets. Fixed missing snow camo on BE APC turret. Fixed BE APC using AFV turret instead of APC turret. Fixed an issue with sudden death not triggering properly. Fixed the top-right info panel sometimes not appearing for players. Fixed players having no equipment if their initial spawn was from a squad revive. Fixed machine pistol missing a kill icon. Changed Removed barbed wire from NF walls. Removed BioMG and Bio Cannon from emp_escort. Redid BE CV collision mesh. Added a flat 3s firing delay to all vehicles upon creation. Comm turrets now auto-upgrade with the appropriate research. Reflective now does a linear decrease in damage from 100% at 0 degrees to 50% at 45+ degrees (Previously, it was the cosine of the angle, so this is a buff.) Dead players now have a small X on the scoreboard and their row colored grey. Attempted to remove bullet pushback, again. Script Changes Vehicle Weapons Plasma Cannon Weight 100 -> 80 Bio Cannon Weight 100 -> 80 Salvo GML Cost 85 -> 80 Weight 100 -> 80 Clip Size 5 -> 6 Reload Time 8.5 -> 8.4 Salvo HML Cost 70 -> 80 Weight 100 -> 80 Small Artillery Cannon Cost 50 -> 60 Medium Artillery Cannon Name -> Double Artillery Cannon HUD Name -> Double AC Description -> An artillery cannon that fires twice as often as Small Artillery Cannon. Cost 60 -> 120 Damage 140 -> 115 Speed 1500 -> 1700 Gravity 0.6 -> 0.8 Weight 100 -> 120 Cycle Time 1.6 -> 0.5 Clip Size 10 -> 20 Total Ammo Clips 3 -> 4 Reload Time 8 -> 5 Explosion Radius 700 -> 550 Explosion Force 600 -> 500 Grenade Launcher Cost 50 -> 30 Weight 50 -> 30 Nuke Name -> Nuclear Missile Speed 1000 -> 1200 Cycle Time 12 -> 10 Projectile Spread 1.25 -> 0.5 Fast ML Cost 50 -> 30 Weight 40 -> 30 Vehicle Armor Brittle Armor Health 80 -> 100 KineticResist -0.2 -> -0.5 Capacitive Regeneration -0.01 -> -0.06 Vehicle Engines Heavy Tank Engines Standard Max Speed 25 -> 20 Max Reverse Speed 20 -> 18 Gas Turbine Max Speed 38 -> 33 Max Reverse Speed 35 -> 30 3 Phase Max Speed 40 -> 35 Max Reverse Speed 31 -> 26 Fission Max Speed 32 -> 27 Max Reverse Speed 28 -> 23 Biology Max Speed 31 -> 26 Max Reverse Speed 25 -> 20 Coolant Max Speed 29 -> 24 Max Reverse Speed 22 -> 20 Compact Max Speed 31 -> 26 Max Reverse Speed 25 -> 20 NF Commander Horsepower 4250 -> 2550 Vehicle Chassis APC (NF & BE) Max Grenade Launchers 2 -> 1 Arty Tank (NF & BE) Max Artillery Cannons 2 -> 1 Heavy Tank (NF & BE) Max Machine Guns 2 -> 1 brakeSteeringRateFactor 6 -> 30 NF Jeep Reverted handling to that of 2.52.5. BE Jeep Changed handling to roughly match the NF Jeep. NF LT powerSlideAccel 0 -> -200 NF CV powerSlideAccel 0 -> -250 BE CV powerSlideAccel 0 -> -250 Buildings All 30s Recycle Times Changed to 20s. MG Turret (NF & BE) cost 50 -> 75 turret rof level 2 0.07 -> 0.08 turret rof level 3 0.035 -> 0.04 ML Turret (NF & BE) turret rof level 2 2.5 -> 3 turret rof level 3 1.5 -> 2 Infantry Weapons Significantly Changed. Added NF SMG3 and BE Machine Pistol Infantry Classes Scout: Infantry Bullet Resist 0.0->0.35 Rifleman: Infantry Bullet Resist 0.2->0.0 Engineer: Infantry Bullet Resist 0.0->0.2 Grenadier: Infantry Bullet Resist 0.1->0.2 All class loadouts have changed. Empires 2.52.8 December 25, 2014 --------------------- Empires 2.52.8 Changes Fixed Fixed BEHR ammo amounts to match what they have always been. Fixed Shotgun descriptions to match Spike's old suggestion. Fixed "Advanced Semiconductor Research" clipping while researching. Fixed wall prices not matching the scripted parameter (walls previously costed 25 resources and continue to cost that amount in this release). Changed Regenerating armors regenerate even with zero armor. Tanks now have a flat 3-second firing time delay after being refitted (Was previously equal to cycle time) Fixed ammo upgrade not giving full double ammo at spawn for some weapons (Still looking into an issue with that regarding grenades) The health bar for repairing tank armor now increases more gradually Script Changes Vehicle Weapons Standard Cannon Speed 3000 -> 3300 Imp. Std Cannon Speed 3300 -> 3600 ER Cannon Speed 3300 -> 3600 Rail Gun Damage 50 -> 60 Speed 3600 -> 3900 Cycle Time 0.8 -> 1 SGML Explosive Sprite 14 -> 19 HML Clip Size 4 -> 8 Total Ammo Clips 9 -> 6 SHML Total Ammo Clips 6 -> 9 Reload Time 4 -> 8.6 Projectile Spread 1.5 -> 4.5 DML Speed 2400 -> 1800 TML Speed 2400 -> 1800 Vehicle Armor Composite Armor Speed to Damage -0.000035 -> -0.00005 Damage to Heat -0.025 -> -0.05 Regenerative Regeneration 0.2 -> 0.15 Absorbant Speed to Damage -0.0002 -> -0.0001 APBulletResist 0 -> 0.5 Budget Armor Weight 10 -> 8 Cost 5 -> 4 Brittle Armor Added Description -> "Brittle armor is strong, but takes extra damage from faster projectiles." Weight -> 15 Cost -> 15 Research -> "Biology/Lab-Grown Technologies/Brittle Armor" Health -> 80 Speed to Damage -> 0.0001 KineticResist -> -0.2 APBulletResist -> -0.5 Capacitive Armor Added Description -> "Capacitive armor is very strong, but starts to lose health once its capacitors get damaged for the first time." Weight -> 15 Cost -> 15 Research -> "Electrical Engineering/Advanced Magnet Research/Capacitive Armor" Health -> 100 Regeneration -> -0.01 Vehicle Research Capacitive Armor Added Parent -> "Advanced Magnet Research" Description -> "(Technology: Vehicle Armor) Gain access to capacitive armor that is very strong, but starts to slowly lose health after its capacitors are damaged for the first time." Time -> 60 Lab-Grown Technologies Added Parent -> "Biology" Description -> "(Items In Category: Brittle Armor) Engineer a helpful organism that is able to construct materials that can't be produced using other methods." Time -> 60 Brittle Armor Added Parent -> "Lab-Grown Technologies" Description -> "(Technology: Vehicle Armor) Gain access to an armor that is very strong against slower projectiles due to its rheopectic layers." Time -> 60 Infantry Weapons Pistol1 SemiAutomatic 1 -> 0 Clip Size 12 -> 18 Starting Ammo 24 -> 36 Max Ammo 36 -> 72 Machine Pistol DuckingSpreadDecrement 0.04 -> 0.025 Shotty Pistol Cycle Time 0.5 -> 0.18 SemiAutomatic 1 -> 0 ProneSpreadModifier 0.03 -> 0.06 Spread Increments -> 0 Shotgun Max Damage 25 -> 20 Min Damage 15 -> 9 ProneSpreadModifier 0.03 -> 0.06 Empires 2.52.7 December 13, 2014 --------------------- Empires 2.52.7 Changes Added New experimental impact particles have been added to the game courtesy of Empty, and can be activated by checking "Use impact particles" under the Multiplayer tab of the options menu, or by entering "cl_new_impact_effects 1" into the console. Fixed Fixed NF crates again. Fixed the visual bug in blend textures on emp_slaughtered. Fixed the gui bug that allowed vehicles to look like they were stacking multiple Compact Engines on the same vehicle. Script Changes Vehicle Weapons Plasma Cannon Damage 95 -> 110 Heat 15 -> 20 Cycle Time 2.5 -> 3 Heat To Target 15 -> 20 Vehicle Engines Gas Turbine Engine Horsepower (non-APC chassis) 2500 -> 2000 3Phase Engine Horsepower (non-APC chassis) 2500 -> 2000 Vehicle Armor Plain Armor Weight 15 -> 20 Cost 5 -> 10 Composite Armor Description "A composite of all other armours, offering reflective, regenerative and coolling capabilities of the other armours, whilst being light and strong. It is the most expensive of all armours." -> "A composite of all other armors, offering reflective, regenerative and cooling capabilities of the other armours, whilst being light." Cost 24 -> 12 Health 80 -> 40 Regeneration 0.0125 -> 0.05 Heat to Damage Modifier -0.025 -> -0.05 Angle Modifier 0.5 -> 0.75 Speed to Damage Modifier -0.00002 -> -0.000035 Reactive Armor Health 120 -> 100 Reflective Armor Health 100 -> 80 Regenerative Armor Health 60 -> 40 Regeneration 0.1 -> 0.2 Absorbant Armor Health 60 -> 40 Budget Armor Health 60 -> 40 Vehicle Research Composite Armor 150 -> 90 Vehicle Chassis NF APC Health 150 -> 250 NF Light Tank Health 150 -> 200 NF Medium Tank Health 200 -> 300 Recycle Percentage 25% -> 30% skidallowed 0 -> 1 Sliding Friction 5 -> 0.2 Braking Friction 5 -> 0.6 NF Heavy Tank Base Weight 926 -> 846 Max Armor Plates Per Side 7 -> 6 Max Missile Launchers 5 -> 6 Health 250 -> 500 Recycle Percentage 25% -> 40% Second ML Slots 2 -> 3 skidallowed 0 -> 1 Sliding Friction 5 -> 0.2 Braking Friction 5 -> 0.6 NF Arty Tank Health 150 -> 250 skidallowed 0 -> 1 Sliding Friction 5 -> 0.2 Braking Friction 5 -> 0.6 BE APC Health 150 -> 250 BE AFV Health 200 -> 300 BE Medium Tank Health 200 -> 300 Recycle Percentage 25% -> 30% skidallowed 0 -> 1 Sliding Friction 5 -> 0.2 Braking Friction 5 -> 0.6 BE Heavy Tank Health 250 -> 400 Recycle Percentage 25% -> 40% skidallowed 0 -> 1 Sliding Friction 5 -> 0.2 Braking Friction 5 -> 0.6 BE Arty Tank skidallowed 0 -> 1 Sliding Friction 5 -> 0.2 Braking Friction 5 -> 0.6 Building Changes MG Turrets turret turn speed level 1 250 -> 200 turret turn speed level 2 250 -> 200 turret turn speed level 3 250 -> 200 ML Turrets turret rof level 1 4 -> 5 Infantry Classes All BE Classes Added Machine Pistol Engineer Added Shotgun Rifleman Removed Shotgun Added Sniper Rifle Infantry Weapons Pistol 2 Kick Increased. BEAR Starting Ammo 90 -> 60 NF HR Damage 8 -> 45 Bullets 10 -> 1 CycleTime 0.24 -> 0.25 Minimal Damage 1 -> 25 SemiAutomatic 1 -> 0 clip_size 12 -> 15 Starting Ammo 36 -> 30 Max Ammo 45 -> 60 Spread edited significantly. Kick increased. Shotgun Damage 30 -> 25 Bullets 24 -> 16 Falloff 425 -> 350 Falloffbase 0.60 -> 0.9 Minimal Damage 1 -> 15 StandingSpread 0.15 -> 0.07 Ducking Spread 0.11 -> 0.04 Prone Spread 0.07 -> 0.04 StandingSpreadModifier 0.15 -> 0.07 Ducking SpreadModifier 0.11 -> 0.04 Prone SpreadModifier 0.07 -> 0.04 Sniper Rifle Damage 75 -> 50 Falloff 6000 -> 5000 Minimal Damage 30 -> 20 Damage Head Modifier 1.8 -> 2.3 Damage Chest/Stomach Modifier 1 -> 1.2 Damage Limb Modifier 0.7 -> 1 clip_size 5 -> 10 RPG & Mortar share each other's ammo pool. Empires 2.52.6 November 29, 2014 --------------------- Empires 2.52.6 Changes Fixed Fixed mission collision meshes on nf_crate models. Flipped the green channel on the NF apc normal map & reduced $detailblendfactor Made imp_pistol2 have better reflectivity. Also flipped green channel on normal map. Fixed issue with squad reviving players who hadn't spawned yet Changed Removed bullet pushback effects Disabled health regen during infantry Sudden Death Turret radius in comm view is now based off scripted range Vehicles can't fire weapon if it would exceed heat capacity Players now appear outside of vehicles if they die in the vehicle Ammo upgrade now doubles starting ammo Script Changes Vehicle Weapons BioMG Damage 5 -> 6 Heat 2.25 -> 1 Total Ammo Clips 3 -> 4 Reload Time 10 -> 4 Heat To Target 0 -> 0.1 DU MG Damage 6 -> 4 Heat 2 -> 1 Cycle Time 0.15 -> 0.1 Clip Size 140 -> 40 Total Ammo Clips 3 -> 8 Reload Time 6 -> 2 Heat To Target 0 -> 0.1 Minimal Damage 5 -> 3 DU HMG Damage 8 -> 6 Heat 2.3 -> 1 Cycle Time 0.12 -> 0.1 Clip Size 180 -> 60 Total Ammo Clips 3 -> 8 Reload Time 10 -> 3 Projectile Spread 0.035 -> 0.04 Heat To Target 0 -> 0.1 Minimal Damage 6 -> 4 Plasma MG Damage 4 -> 8 Heat 2 -> 1.5 Heat To Target 2 -> 1.5 HE Cannon Weight 70 -> 60 UML Damage 60 -> 40 Speed 2500 -> 2400 Heat 8 -> 6 Cycle Time 1.0 -> 0.75 Clip Size 7 -> 8 Total Ammo Clips 7 -> 9 Reload Time 3.8 -> 3.0 Heat To Target 0.2 -> 0.1 Explosion Radius 100 -> 450 Explosion Force 50 -> 200 Bio ML Description A dumb fire missile launcher which contains a biological agent in its warhead. Players and vehicles hit by the explosion will continuously suffer damage which lasts up to a full minute. -> A dumb fire missile launcher which contains a biological agent in its warhead. Players and vehicles hit by the explosion will continuously suffer damage which lasts a few seconds. Cycle Time 3.0 -> 1.2 Clip Size 5 -> 2 Total Ammo Clips 3 -> 9 Salvo ML Icon Replaced Weight 70 -> 60 Reload Time 8.4 -> 5.4 Explosion Force 20 -> 50 Salvo Guided ML Speed 1200 -> 1800 Explosion Radius 110 -> 100 Explosion Force 40 -> 50 Salvo Homing ML Explosion Radius 80 -> 100 Explosion Force 30 -> 50 GL Explosion Radius 250 -> 500 Added Bio Cannon Size -> 3 Cost -> 80 Research -> Biological Projectile Damage -> 80 Speed -> 2700 Gravity -> 0.7 Heat -> 30 Weight -> 100 Cycle Time -> 5 Clip Size -> 20 Projectile Spread -> 1 Heat To Target -> 10 Explosion Radius -> 450 Explosion Force -> 100 Player Bio Damage -> 5 Player Bio Time -> 15 Player Bio Interval -> 1 Vehicle Bio Damage -> 10 Vehicle Bio Time -> 15 Vehicle Bio Interval -> 1 Added Fast ML Size -> 1 Cost -> 50 Research -> [none needed] Damage -> 40 Speed -> 2400 Heat -> 9 Weight -> 40 Cycle Time -> 1.8 Total Ammo Clips -> 5 Reload Time -> 3 Projectile Spread -> 0.5 Heat To Target -> 0.1 Explosion Radius -> 100 Explosion Force -> 50 Added Light Salvo ML Size -> 1 Cost -> 30 Research -> Salvo Missile Launcher Damage -> 40 Speed -> 1800 Heat -> 6 Weight -> 20 Cycle Time -> -0.1 Total Ammo Clips -> 12 Reload Time -> 5.8 Projectile Spread -> 1.5 Heat To Target -> 0.1 Explosion Radius -> 100 Explosion Force -> 50 Added Double ML Size -> 2 Cost -> 60 Research -> Multi Missile Launcher (Electrical Engineering) Damage -> 40 Speed -> 2400 Heat -> 3 Weight -> 70 Cycle Time -> -0.1 Clip Size -> 2 Total Ammo Clips -> 36 Reload Time -> 1.3 Projectile Spread -> 0.5 Heat To Target -> 0.1 Explosion Radius -> 100 Explosion Force -> 50 Added Triple ML Size -> 3 Cost -> 80 Research -> Multi Missile Launcher (Electrical Engineering) Damage -> 40 Speed -> 2400 Heat -> 3 Weight -> 100 Cycle Time -> -0.1 Clip Size -> 3 Total Ammo Clips -> 36 Reload Time -> 1.2 Projectile Spread -> 0.5 Heat To Target -> 0.1 Explosion Radius -> 100 Explosion Force -> 50 Vehicle Engines Antique Engine Name Antique -> Standard Description This old engine is slower and hotter than any other engine. -> This is the standard engine with inferior properties. Gas Turbine Engine Cost (APC) 20 -> 40 Cost (non-APC chassis) 30 -> 40 Weight 10 -> 20 Max Speed -> +3 Horsepower (APC) 1000 -> 1050 Horsepower (non-APC chassis) 2000 -> 2500 Stall On Heat 0.8 -> 0.9 Added Compact Engine Cost -> 10 Weight -> 5 Research -> Compact Engine (Electrical Engineering) Stall on Heat -> 0.8 Heat Stall Penalty -> 0 All other parameters similar to Biodiesel engine. Vehicle Armor Paper Armor Name Paper -> Plain Description A paper mache coating that offers inferior protection. -> Plain armor offers inferior protection from damage. Vehicle Research Upgraded Missile Warhead 90 -> 60 Budget Armor 120 -> 60 Rail Gun 120 -> 90 Advanced Semiconductor Research Parent -> Electrical Engineering Time -> 60 Multi Missile Launcher Parent -> Advanced Semiconductor Research Time -> 90 Compact Engine Parent -> Advanced Semiconductor Research Time -> 30 Vehicle Chassis NF Jeep Reverted Handling to that of version 2.52. NF Medium Tank skidallowed 1 -> 0 Sliding Friction 0.2 -> 5 Braking Friction 0.6 -> 5 NF Heavy Tank skidallowed 1 -> 0 Sliding Friction 0.2 -> 5 Braking Friction 0.6 -> 5 NF Arty Tank skidallowed 1 -> 0 Sliding Friction 0.2 -> 5 Braking Friction 0.6 -> 5 BE Medium Tank skidallowed 1 -> 0 Sliding Friction 0.2 -> 5 Braking Friction 0.6 -> 5 BE Heavy Tank skidallowed 1 -> 0 Sliding Friction 0.2 -> 5 Braking Friction 0.6 -> 5 BE Arty Tank skidallowed 1 -> 0 Sliding Friction 0.2 -> 5 Braking Friction 0.6 -> 5 Building Changes Repair Pad cost 250 -> 150 max health 175 -> 200 starting health 25 -> 50 MG Turrets turret turn speed level 1 125 -> 250 turret turn speed level 3 375 -> 250 ML Turrets Damage 50 -> 40 turret rof level 1 5 -> 4 turret rof level 2 3 -> 2.5 turret rof level 3 2 -> 1.5 turret turn missile level 1 1400 -> 1800 turret turn missile level 2 1400 -> 1800 turret turn missile level 3 1400 -> 1800 Infantry Classes Rifleman Moved Explosive Grenade from slot 0 to slot 2 Infantry Weapons Pistol 2 CycleTime 0.20 -> 0.25 ProneSpreadModifier 0.0075 -> 0.015 StandingSpreadDecrement 0.05 -> 0.04 StandingKick_X_FullSpread_Max 3 -> 4 StandingKick_X_FullSpread_Min 2 -> 1 StandingKick_X_NoSpread_Max 2 -> 3 StandingKick_Y_FullSpread_Max 2 -> 5 StandingKick_Y_FullSpread_Min 0.5 -> 0.3 StandingKick_Y_NoSpread_Max 0.75 -> 3 BE AR Damage 25 -> 35 NF HR Falloffbase 0.65 -> 0.75 SMG2 StandingSpreadIncrement 0.007 -> 0.0175 DuckingSpreadIncrement 0.005 -> 0.00625 ProneSpreadIncrement 0.003 -> 0.00375 Shotgun Bullets 32 -> 24 StandingSpread 0.2 -> 0.15 Ducking Spread 0.15 -> 0.11 Prone Spread 0.10 -> 0.07 StandingSpreadModifier 0.2 -> 0.15 Ducking SpreadModifier 0.15 -> 0.11 Prone SpreadModifier 0.10 -> 0.07 Empires 2.52.5 November 21, 2014 --------------------- Empires 2.52.5 Changes Changed Updated version of emp_glycencity Script Changes Vehicle Weapons Plasma Cannon Damage 110 -> 95 Heat 20 -> 15 Cycle Time 3 -> 2.5 Heat To Target 20 -> 15 Vehicle Engines Fission (all chassis) Stall On Heat 0.9 -> 0.99 Heat Stall Penalty 0.05 -> 0.1 3 Phase (APC & LT) Weight 40 -> 30 3 Phase (Med, Heavy & Arty) Weight 60 -> 50 Antique (Heavy) Heat Dissipation 5 -> 7 Gas Turbine (Heavy) Heat Dissipation 7 -> 9 3 Phase (Heavy) Heat Dissipation 8 -> 11 Fission (Heavy) Heat Dissipation 6 -> 8 Bio Diesel (Heavy) Heat Dissipation 6 -> 8 Advanced Coolant (Heavy) Heat Output At Max 10 -> 11 Heat Dissipation 9 -> 13 Building Changes ML Turrets (NF & BE) turret range level 1 3000 -> 5000 turret range level 2 4000 -> 5000 turret rof level 1 7 -> 5 turret rof level 2 5 -> 3 turret rof level 3 3 -> 2 turret turn speed level 1 225 -> 350 turret turn speed level 3 475 -> 350 turret turn missile level 1 1000 -> 1400 turret turn missile level 3 1800 -> 1400 Infantry Weapons Pistol 2 Falloffbase 0.9 -> 0.8 Damage Heat Modifier 1.8 -> 1.5 Damage Left Arm Modifier 0.7 -> 1 Damage Right Arm Modifier 0.7 -> 1 Damage Left Leg Modifier 0.7 -> 1 Damage Right Leg Modifier 0.7 -> 1 clip_size 6 -> 7 Starting Ammo (all classes) 12 -> 14 Max Ammo (all classes) 18 -> 21 BE AR Damage 14 -> 25 Bullets 5 -> 1 Cycle Time 0.06 -> 0.055 Falloffbase 0.65 -> 0.75 Minimal Damage 1 -> 10 Spread edited substantially. Kick edited such that kick at max spread equals kick at min spread. NF HR Minimal Damage 1 -> 3 Empires 2.52.4 November 16, 2014 --------------------- Empires 2.52.4 Changes Changed Players can now set their class while dead if they don't have one set already Players will now rejoin their previous team if they crash during a match (WIP) Fixed Fixed issues with armors being immune to most weapons and recent stability issues. Fixed tickets being off by one Fixed teamsound entity caching Fixed an issue with particles not fading from buildings Fixed Grenadier Pistol2 starting ammo not being lowered back in 2.51. Script Changes Vehicle Weapons HE MG Damage 12 -> 14 Explosuion Radius 120 -> 200 Explosion Force 50 -> 100 Guided Salvo ML Missile Range 4000 -> 5000 Turning Ability 1.8 -> 6.0 Vehicle Armor Composite Armor Regeneration 0.01 -> 0.0125 Infantry Classes Rifleman Added Shotgun with 50% more starting ammo. Engineer Removed Shotgun Added Pistol2/Shotty Pistol Scout Added Pistol2/Shotty Pistol All Classes Switched Pistol1 and Pistol2 Infantry Weapons BE AR CycleTime 0.03 -> 0.06 BurstCycleTime 0.31 -> 0.22 Crouching & prone spread decreased. NF HR Bullets 15 -> 10 Spread edited to maintain pellet density at reduced pellet count. Crouching & prone spread decreased. SMG2 clip_size 35 -> 30 Falloff base 0.9 -> 0.8 Minimal Damage 15 -> 5 Changed ammo counts to match SMG1. Spread is much tighter for the first five shots. Shotgun Falloffbase 0.65 -> 0.60 Jumping spread increased. Misc Script Comments were edited in vehicle_engines.txt Empires v2.52.3 November 8, 2014 --------------------- Empires 2.52.2 Changes Changed Armor Speed-To-Damage is now calculated multiplicatively such that the bonus is equal to base_damage*(1+speed_to_damage*speed) instead of base_damage+speed_to_damage*speed. Fixed Surface properties in some buildings. Added New impact sounds for dirt/sand, concrete, wood, glass and metal. Script Changes Vehicle Weapons Medium Chain Gun Heat 0.35 -> 0.45 Falloff 1800 -> 1500 HE MG Damage 24 -> 12 Heat 5 -> 2 Cycle Time 0.5 -> 0.4 Clip Size 40 -> 25 Total Ammo Clips 4 -> 6 Reload Time 10 -> 5 Projectile Spread 0.01 -> 0.015 Standard ML Speed 1600 -> 1800 Bio ML Heat 6 -> 18 HIT Warhead Name -> Nuke HUD Name -> Nuke Description -> Nukes are hot, slow & heavy, but powerful against buildings. Heat 75 -> 85 Clip Size 9 -> 10 Reload Amount 3 -> 2 Salvo ML Research Upgraded Missile Warhead -> Salvo Missile Launcher Improved Std CN Description -> An improved small caliber cannon that fires tank shells. Vehicle Armor Plain Armor Name -> Paper Armor Description -> A paper mache coating that offers inferior protection. Absorbant Armor Speed To Damage -0.01 -> -0.0002 Composite Armor Speed To Damage -0.001 -> -0.00002 Titanium 6AL-4V Name -> Command Vehicle Armor Vehicle Engines Standard Engine Name -> Antique Engine Description -> This old engine is slower and hotter than any other engine. 3 Phase Engine Weight (APC & LT) 60 -> 40 Stall On Heat (All) 0.7 -> 0.5 Vehicle Chassis BE AFV Seat 1 Min Pitch 15 -> 20 BE APC Seat 1 Min Pitch 15 -> 20 BE Heavy Tank Seat 1 Min Pitch 8 -> 20 BE Medium Tank Seat 1 Min Pitch 5 -> 20 NF Heavy Tank Seat 1 Min Pitch 10 -> 20 NF Light Tank Seat 1 Min Pitch 8 -> 15 NF Medium Tank Seat 1 Min Pitch 8 -> 15 Seat 1 Min Pitch Rear 5 -> 15 Vehicle Research Improv. Det. Comp. 30 -> 60 Upg GL 60 -> 30 HE Cannon 90 -> 60 Improv. Warhead Comp. 90 -> 60 Added Chemistry/Improved Warhead Compounds/Salvo Missile Launcher Salvo ML -> 60 Adv. Magnet Research 90 -> 60 3 Phase 30 -> 60 Tracking Systems 120 -> 60 Homing ML 60 -> 90 Guided ML 60 -> 90 Infantry Classes Rifleman Added Explosive Grenade to Slot 0 (Pistol) Infantry Weapons BE AR Damage 7 -> 14 Bullets 3 -> 5 CycleTime 0.05 -> 0.03 Falloff 2500 -> 2000 Falloffbase 0.90 -> 0.65 MinimalDamage 2 -> 1 Damage Head Modifier 1.6 -> 1.5 Damage Arm/Leg Mod. 0.7 -> 1 BurstCycleTime 0.4 -> 0.31 Spread & kick edited substantially BE HR Kick edited NF HR Damage 15 -> 8 Bullets 3 -> 15 CycleTime 0.18 -> 0.24 Falloff 2500 -> 2000 Falloffbase 1 -> 0.65 MinimalDamage 10 -> 1 Damage Head Modifier 1.6 -> 1.5 Damage Arm/Leg Mod. 0.7 -> 1 clip_size 15 -> 12 Spread & kick edited substantially smg2 Damage Head Modifier 1.4 -> 1.5 Damage Arm/Leg Mod. 0.7 -> 1 Spread & kick edited substantially Shotgun Damage 12 -> 30 Bullets 16 -> 32 Falloffbase 0.9 -> 0.65 Minimal Damage 9 -> 1 Damage Head Modifier 1.6 -> 1.5 Damage Arm/Leg Mod. 0.7 -> 1 Spread & kick edited substantially Empires v2.52.2 October 21, 2014 --------------------- Empires 2.52.2 Changes Fixed Fixed issue with engine indices that made it harder to build vehicles Fixed issue with vehicle weapons on maps with automatically built vehicles Fixed issue with the explosion particle on Improved Standard Cannon Script Changes Vehicle Weapons Plasma Cannon Damage 100 -> 110 Vehicle Bio Damage 2 -> 0 Vehicle Bio Time 5 -> 0 Vehicle Bio Interval 1 -> 0 Empires v2.52.1 October 18, 2014 --------------------- Empires 2.52.1 Changes Added Added emp_teamtext_pointentity and emp_teamsound_pointentity Added emp_filter_chassisname Fixed Fixed issue with stickybombs persisting Fixed an error causing @0 being printed instead of player coordinates in chat Script Changes Armor: "Damage To Heat Absorbed" set to 0 on all armors except where noted. "Bioweapon Damage Modifier" set to 1 on all armors except where noted. Plain Armor - Replaced "mild" with "inferior" in the description. Composite - Cost 25 -> 24 Health 75 -> 80 Regeneration 0.02 -> 0.01 Speed To Damage Modifier 0 -> -0.001 Reactive - InfantryMissileResist -0.2 -> 0 Reflective - Weight 15 -> 18 Cost 15 -> 18 Health 70 -> 100 Regenerative - Health 55 -> 60 Regeneration 0.08 -> 0.1 Absorbant - Replaced "armour" with "armor" in the description. Weight 10 -> 12 Cost 5 -> 12 Health 65 -> 60 Speed To Damage Modifier -0.0075 -> -0.01 Damage To Heat Absorbed -0.1 -> -0.3 Titanium 6AL-4V Regeneration 0 -> 0.004 Budget Description "Budget armor is light and cheap with no special traits." Weight 10 Cost 5 Research "Budget Armor" Health 60 Regeneration 0 Angle Modifier 0 Speed To Damage Modifier 0 Other parameters set similarly to existing armors. Vehicle Weapons: "Reload Amount" set to 5 for all cannons except where noted. Medium Chain Gun - Damage 33 -> 30 Heat 0.6 -> 0.35 Cycle Time 0.4 -> 0.3 Clip Size 150 -> 250 Reload Time 8 -> 6 Projectile Spread 0.02 -> 0.03 Plasma Machine Gun Damage 1 -> 4 Heat 4 -> 2 Total Ammo Clips 3 -> 4 Reload Time 8 -> 3 Projectile Spread 0.03 -> 0.04 Heat To Target 5 -> 2 Improved Standard Cannon All traits similar to Standard Cannon except where noted. Size 1 -> 2 Speed 3000 -> 3300 Heat 10 -> 8 High Explosive Cannon Damage 65 -> 70 Clip Size 24 -> 30 Heat To Target 0.1 -> 6 Plasma Cannon Damage 110 -> 100 Heat To Target 10 -> 20 Vehicle Bio Damage 0 -> 2 Vehicle Bio Time 0 -> 5 Vehicle Bio Interval 0 -> 1 Rail Gun Heat 7 -> 6 Clip Size 30 -> 60 Heat To Target 0 -> 1 BioML Damage 50 -> 40 Salvo ML HUD Name "4x ML" -> "S/ML" Cost 55 -> 60 Damage 35 -> 40 Heat 4 -> 6 Weight 50 -> 70 Cycle Time -0.14 -> -0.1 Clip Size 5 -> 6 Total Ammo Clips 10 -> 12 Reload Time 3.0 -> 8.4 Projectile Spread 2.0 -> 1.5 Salvo Guided ML HUD Name "4x G/ML" -> "SG/ML" Homing ML Damage 45 -> 40 Speed 2500 -> 1800 Heat 10 -> 9 Cycle Time 1.0 -> 0.9 Clip Size 6 -> 4 Total Ammo Clips 6 -> 9 Reload Time 6 -> 3 Projectile Spread 1.0 -> 1.5 Heat To Target 0.2 -> 0.1 Salvo Homing ML Damage 50 -> 40 Speed 1200 -> 1800 Heat 4 -> 9 Weight 70 -> 100 Cycle Time -0.14 -> -0.1 Heat To Target 0.2 -> 0.1 GL Speed 800 -> 900 Gravity 1.0 -> 0.9 Heat 8 -> 12 Cycle Time 3.0 -> 1.5 Clip Size 8 -> 4 Reload Time 10 -> 5 Heat To Target 0.4 -> 1 Explosion Force 100 -> 150 UGL Damage 110 -> 120 Clip Size 8 -> 6 Total Ammo Clips 3 -> 6 Reload Time 12 -> 6 Heat To Target 0.3 -> 1 Engines: Jeep Standard Engine Made similar to Jeep Gas Turbine Engine. Disabled other Jeep Engines. Fission Engine (all chassis) Heat Output At Max -8 -> -7 Heat Output At Idle 6 -> 5 Heat Dissipation 6 -> 6 Heat Stall Penalty 0 -> 0.05 3-Phase Engine (all chassis) Weight -> 60 Research: Advanced Machining 120 -> 60 Gas Turbine 90 -> 60 under Advanced Machining Budget Armor -> 120 under Advanced Machining Chassis: NF Jeep Handling was temporarily edited. Classes: Scout Rifle disabled. Explosive Grenade disabled. Concussion Grenade disabled. Smoke Grenade disabled. Made Shotty Pistol and Pistol2 default secondaries on Rifleman and Grenadier. Infantry Resists: edited as follows "MissileExplosiveResist" 55% for all classes. "InfantryMineResist" 40% for all classes. No additional scout resistances. No additional engineer resistances. 10% resistances to everything else for rifleman. 30% resistances to vehicle weapons and nothing else for grenadier. Infantry Weapons: BEAR Changed to 3-shot burst Spread & kick edited similarly to when BEAR was a burst weapon. NFHR Damage 40 -> 15 Bullets 1 -> 3 Minimum Damage 30 -> 10 Empires v2.52 September 28, 2014 --------------------- Empires 2.52 Changes Fixed: Fixed some refinery placement issues (in particular, the mid ref on emp_cyclopean) Fixed some exploits involving stickies Fixed infantry not taking bio damage Fixed another looping MG bug Modified emp_eastborough updated Concs now set the screen to light grey instead of blinding white Vehicle Scripts Armour: Composite - Weight 10 -> 12 Absorbant - Weight 12 -> 10 Weapons: HIT ML - Cycle Time 10 -> 12, Reload Time 12 -> 0, Total Ammo Clips 3 -> 0, Clip Size 3 -> 9, Reload Amount N/A -> 3 Guided ML - Name "Guided ML" -> "Salvo Guided ML", Damage 70 -> 40, Cycle Time 1 -> -0.1, Reload Time 6 -> 8.5, Heat 7-> 6, Slots 2 -> 3, Total Ammo Clips 4 -> 9, Projectile Spread 1 -> 4.5, Heat To Target 0.2 -> 0.1, Weight 70 -> 100, Cost 75 -> 85 Plasma Cannon - Damage 55 -> 110, Cycle time 1.5 -> 3, Gravity .425 -> .4125, Speed 2700 -> 3000, Projectile Spread 1.5 -> 1, Slots 2 ->3, Weight 70 -> 100, Cost 70 -> 80 Research: Compo research time doubled. Infantry Scripts All classes' nuke resistance increased from 30-50% to 55%. BE SMG melee fixed. Empires v2.51 June 22, 2014 --------------------- Empires 2.51 Changes Added: New briefing for emp_midbridge New flagpole models and flags in modles/props/flagpole New shotgun sounds for shotguns New death sounds New looped sounds for all standard non-specialized MGs New Explosion sounds for most Vehicle cannons (larger variety of explosions) Updated and expanded Vehicle cannon sounds Added emp_sv_forcespec, which if set to 1 will let players only join the Spectator team Fixed: Reviving suicided players no longer gives a point Fixed the game killing players when jumping into the side of a building Fixed the NF camera/radar models being used for the BE engineers' previews Fixed the binocular zoom exploit Fixed collisions Fixed the shotgun exploit Fixed sticky grenades disappearing when hitting glass; they now go through as normal grenades emp_sv_wait_phase_time now properly updates dynamically Fixed players being able to launch slow RPG's Fixed certain instances of bouncing mortars Fixed circumventing emp_forceautoassign by using jointeam in console Fixed a rapid wall recycle exploit Fixed commanderless maps having their wait time start at map load Fixed engineers not getting rank bonuses Fixed sprays not working for some players Fixed the game saying "Press Attack to Spawn" while out of reinforcements Fixed view offset issues while spectating in first-person Fixed reflective issues on emp_chain and emp_bush Fixed holes in glycencity Fixed shotgun not being selected by default when spawning Modified Bio weapons no longer remove stamina from infantry Engineers now receive rank bonuses the moment they rank up Mines now check if they're floating and fall if they are Changed vehicle MG's to support looping sound files Changed the starting music to the BF1942 version Updated emp_money for HDR lighting and to fix an exploit Major visual update for emp_canyon Optimized emp_cyclopean Added more maps to the default mapcycle Slowed down the BE shotgun's melee speed Vehicle Scripts Armour: Reflective - HP 65 -> 70 Absorbant - HP 60 -> 65 Engines: 3phase - Heat production while moving 3 -> 4 Weapons: Std MG - Damage 35 -> 30, Falloff 2500 -> 2000, Minimal Damage (after Falloff) 25 -> 15 BioMG - Reload time 5 -> 10 Std ML - Damage 50 -> 40 Bio ML - Clip Size 3 -> 5, DamageTimePlayer 30 -> 15 (50% reduction in overall DoT), DamageVehiclePerSec 15 -> 10 (33% reduction in overall DoT) Guided ML - Damage 60 -> 70 Chassis: BE Jeep - Cost 35 -> 20 NF Jeep - Cost 50 -> 25 Infantry Scripts BE Pistol 2 - Clip Size 7 -> 6, Slightly increased spread due to repeated firing, Maximum Ammo 21 -> 18, Spawn Ammo 14 -> 12 BE Rifle 1 - Clip Size 20 -> 30, Maximum Ammo 80 -> 120, Spawn Ammo 80 -> 90 BE/NF Shotgun - Cycle time 1.0 -> 0.7 NFHR - Damage 35 -> 40 Empires 2.5 RC1-RC4 March 26, 2013 --------------------- Empires 2.5 Changes RC1 Added: + Ported to Source 2013 Engine (All launch problems resolved). + Only download required to play is the base Empires download (Source 2007/2013 base files no longer needed). + Added shift build for commanders (Shift can now be held to drop multiple buildings of the same type). + Doing a melee attack whilst playing as infantry will interrupt reloading. + Vehicle weapons now have reload sounds. (Audible both within and outside the vehicle). + Vehicle canons will now quickly reload whilst close to an ammo box/armoury/repair pad. + Vehicle and armour damage gradually changes colour depending on damage levels. + More controls have been bound by default for new players. + New names and descriptions for infantry weapons. + New map descriptions (Arid, Canyon, Crossroads, Cyclopean and Isle). Fixed: * Fission Engine overheat bug. * Fixed some incorrect skill descriptions. * Fixed missing bushes on emp_midbridge. * emp_sv_wait_phase_time now updates dynamically (Used on conquest maps to set delay before map start). Modified: / Updated Empires quickstart guide and manual. / Changed default scout skill from hide to enhanced senses to promote teamplay. / Changed resource income on streetsoffire (-10%), duststorm (-5%), slaughtered (-5%) and canyon (+5%) / Stamina upgrade now doubles class adjusted stamina regeneration instead of base stamina regeneration. Script Changes: / Buildings: Resistance vs Explosive Damage Type 85% -> 90% (Will affect HE CN, GL and UGL) - These weapons were never meant to be anti-building. *EXCLUDES TURRETS, CAMERAS, RADARS & WALLS* Vehicle Armour: / Absorbant Armour: Cost 10 -> 5 / Composite Armour: Regeneration 0.03 -> 0.02, Health 80 -> 75 / Regenerative Armour: Regeneration 0.1 -> 0.08 Vehicle Engines: / 3phase Engine: Meds: Max Speed 50 -> 45 Heavies/Artillery: Max Speed 45 -> 40 All Vehicles: Passive Heat output while moving 2 -> 3 / Fission Engine: Fixed overheat bug / Gas Turbine Engine: Updated description: "This engine excels in raw horsepower, gaining more as the vehicle becomes more damaged. It is much lighter and cheaper than other engines." Vehicle Weapons: / STD MG: Damage 30 -> 35, Projectile Spread 0.02 -> 0.015, Clip Size 50 -> 60, Reload Time 5.0 -> 3.5 / CG: Damage 19 -> 22, Weight 60 -> 50 / MCG: Damage 29 -> 33 / HEMG: Damage 20 -> 24, Projectile Spread 0.015 -> 0.01, Clip Size 30 -> 40 / Standard Canon : Damage 40 -> 50, Inertia 2.0 -> 1.5 *TEMP CHANGE* Clip Size 30 -> 10, Total Ammo Clips 0 -> 4 / Extended Range Canon: Inertia 1.0 -> 0.5 / High Explosive Canon: Damage 75 -> 65, Explosion Radius 400 -> 450, Inertia 2.5 -> 3.0 / STD ML: Damage 40 -> 50 / UML: Speed 1800 -> 2500, Clip Size 6 -> 7, Total Ammo Clips 6 -> 7 / BIO ML: Player Bio Damage 10 -> 5, Player Bio Time 15 -> 30 / Salvo: Total Ammo Clips 6 -> 10, Clip Size 4 -> 5 / Guided ML: Damage 50 -> 60 / Salvo Homing: Damage 43 -> 50 / UGL: Clip Size 12 -> 8 Vehicle Chassis: / APC Base Cost: 50 -> 20 / APC Base Weight: 30 -> 10 / LT/AFV/Med/Heavy/Arty Base Cost: 70 -> 30 / LT/AFV/Med/Heavy/Arty Base Weight: 30 -> 10 / AFV: Base Cost 150 -> 100 / LT: Base Cost 200 -> 150 / NF Med Tank: Max armour plates per side: 4 -> 5, Base Weight 712 -> 632, Base Cost 300 -> 200 / NF Heavy Tank: Max armour plates per side: 6 -> 7, Base Weight 926 -> 846, Base Cost 900 -> 800 RC2 Added: + Empires specific tray icon when game is minimised. + Set up a default Gameconfig.txt file for using editing tools. + Map briefing for emp_chain Fixed: * Exploit that allowed a commander to suicide and be revived at the place he died. * Ocassional crash / popup stating that an assert has been raised should be resolved. * "The word "selection" in the upper left of the Team Selection panel was cut off" * Console spam (Too many popups! Rendering will be bad!) caused by having 3 or more windows open (e.g. in options->video-> advanced menu). Modified: / Increasing tickets on emp_arid by 50% / More suitable configuration for new players (increased rate to remove lag in highly populated servers) RC3 Added: + Added shotguns as a weapon for the scout class. + Readded quick start guide to game menus. + Added a variety of error messages to allow users to see the reason that is preventing them from spawning. + Added map briefings for Mvalley, Duststorm, Money, Coast and Bush (keep them coming guys :)) + Added more LOD's to palm trees, and the trees on slaughtered, some palm trees now also have animations. Fixed: * Players previously had to reselect spawn point if attempting to spawn whilst it was blocked. * Exploit that allowed players to block spawnpoints. * Drivers and passengers now exit on the correct side of the BE jeep. * BE APC had missing snow camouflage on its turret. * Fixed "Failed to find next rank title" error in console * (RC1) Black panel partially covering scoreboard. Modified: / Players on the same team no longer collide. / Building smoke has been moved to better places. / Some modifications to crate models. / Moved props around in BE barracks to more accurately reflect the collision model. / Spawn error messages no longer disappear until the error is resolved. / Experimental base swap feature reactivated. Script Changes: (RC 3.5) /Engineer: Now has Shotgun /Rifleman: Now has Ranged Rifle /All Sidearms: Melee Damage 50 -> 40 /All Primaries (with melee): Melee Damage 50 -> 70 /Shotguns: Minimal damage 7 -> 9, Damage 10 -> 12, All accuracy/spread penalties resulting from moving or repeated fire removed. Basically, the weapon always has the same spread now, though being crouched or prone will affect it. /BEAR: Accuracy modifier for Ironsights: 0.65 -> 0.60 /NFAR: Accuracy modifier for Ironsights: 0.90 -> 0.80 /NFHR: Accuracy modifier for Ironsights: 0.85 -> 0.60 /Shotgun Pistol: Damage 12 -> 10 /Ranged Rifle: Clip Size 10 -> 5, Base damage 45 -> 75, This will affect body shots, but not Headshots, which are unchanged. Stamina based Scope swap has been removed, there's now a constant but minimal amount of sway that's unaffected by stamina or anything else. RC4 Added: + Added "mp_falldamage_amount", the amount of health lost from falling if mp_falldamage is set to 0 + Added a new command, "emp_eng_remove_walls", which will recycle all of an engineer's walls + Added briefing for emp_urbanchaos + Added new default server.cfg. This features many improvements over the old one. Fixed: * (RC3) Missing shotgun GUI icon when getting ammo from ammo box * (RC3) Missing shotgun kill icons * (RC3) BE rifleman can now use scoped rifle. * Several exploits on emp_slaughtered resolved. * Bio damage over time would prevent repair pads from repairing your tank * Another crash bug. * Some map briefing fixes * Fixed shiny pipes in sewers of district. * Resolved several console errors. Modified: / Added 4 additional pellets to shotgun shells / New version of emp_chain. (Better lighting, several buildings improved and other minor changes) / New version of emp_bush. (Minor optimisations and slightly less intense HDR) / Reduced health of jeeps (200->150), now dies in 4 ML turret hits instead of 5. Still survives 2 RPG/s mortars although is badly damaged. / Reduced cost of jeeps by 10 resources for both teams Empires 2.41 March 23, 2013 --------------------- Empires 2.41 Changes Added: + Tank weapons can now be reloaded mid way through a clip (will dump the remaining ammo from the clip). + Shortcuts to select class in the class selection menu. E, G, R, S will now select Engineer, Grenadier, Rifleman and Scout appropriately whilst in the class menu. + Added new HTML based news panel. + Added a splash screen to replace the launcher window on game start. + Mappers can now place engineer cameras in their maps (only partially working, they need built when the map starts and nf cameras display the BE model.) + New server command to instantly start sudden death: emp_sv_enable_sudden_death (1/0). Fixed: * Empires can now be launched if installed on a separate drive from Source SDK Base 2007 (using the Steam library feature). * Zoom-out effect when switching rifleman weapons after using ironsight zoom. * News panel in main screen could be duplicated when changing resolution. * Players health could be displayed as being below 0HP after they died. * Pacifist achievement could be gained by any player with 0 kills at the end of the round. It is now only awarded to the player with 0 kills and the highest points. * Multiple mortar shells can now be fired at once. * Bots can no longer earn achievements. * Northern Faction Heavy Machine Gun would drain stamina at the incorrect rate. * Mortar rounds could pass through Brenodi Empire Heavy tank at some angles. * Fixed issue where empires could fail to start on some computers with multiple steam accounts. * Map name label is now visible whilst in spectate. * Revive icons no longer appear in the sky for unspawned players when playing as revive engineer. * Fixed issue where wages may not update after building vehicles. * Sticky grenades can no longer damage friendly vehicles. * Wrong skills will no longer be shown in class menu. * When re-customising a vehicle using a repair pad your team no longer needs the resources for the full value of the tank. It now correctly requires only the value of the changes. * Highlight boxes when mousing over some selection boxes were too large. * Destroyed Northern Faction APCs now have the correct texture. * Missing rock and water textures on emp_slaughtered. * When maximum rank is reached (commander) the next rank (in class selection menu) will read max instead of always reading commander. * Engineers would not get second turret/camera after 4th rank. * Squad aura was still applied whilst squad leader was dead. * Bio weapon damage fixed. It was using the absolute world coordinates of the initial damage as the reference point to apply damage. * Requests for health/ammo/repairs should now be clearly visible on the minimap. * Fixed missing minimaps on emp_arid and emp_glycencity for some players. * APC's would still heal their occupants during sudden death. * Launcher will now exit even if user doesnt click ok in dialogue box / game exits unexpectedly. * Using imperial instead of metric units for speedometer (available in options menu) now persists after Empires has been restarted. * Selecting pistols could sometimes affect the selection of skills. Modified: / Updated Empires manual. / Updated emp_palmbay. / Updated emp_bush. / Updated emp_crossroads. / Updated emp_escort. / Updated emp_slaughtered. / Lowered emp_streetsoffire resource rate by 50%. / Increased tickets for emp_mvalley, emp_duststorm and emp_cyclopean. / Tweaked opacity of water on emp_cyclopean. / Improved lighting on some tree/bush models. / Updated local 'Create Server' menu to say Empires 2.41 instead of 2.2 as the default server name. Script Changes: Research: Upgraded Grenades - Research time: 20 -> 60. Vehicle Armour: Reactive - HP: 100 -> 120. Composite - HP: 70 -> 80. Vehicle Engines: Fission - Max Speed: -5 mph to all chassis types. Fission - Moving Heat Dissipation: 12 -> 8. Coolant - Stationary Heat Dissipation: 9 -> 8. Vehicle Weapons: Rail Gun - Clip size: 25 -> 30. Vehicle Chassis: BE Heavy - Max Missile launchers: 2 -> 3. NF Heavy - Max Missile launchers: 3 -> 5. Infantry: BE/NF Pistol 1 - Falloff: 1500 -> 1000. NF Shotgun Pistol - Headshot modifier: 2.0 -> 1.6. BE Heavy Pistol - Damage: 55 -> 60. BE Heavy Pistol - Falloff: 600 -> 1000. BE Heavy Pistol - RoF: 0.25 -> 0.20. BE Heavy Pistol - Headshot Modifier: 2.0 -> 1.8. BE Heavy Pistol - Moving accuracy modifiers: Standing -~70%, Ducking -50%, Prone -50% (Not that you can shoot whilst moving prone anyway). NF Heavy Rifle - Damage: 32 -> 35. BE Assault Rifle - Damage: 25 -> 30. BE Assault Rifle - Spawn Mags: 3 -> 4. BE Assault Rifle - Max Mags: 6 -> 7. Removed: - Automatic spawn selection. Empires v2.4 (second Steam release) December 27, 2012 --------------------- Empires 2.4 Changes Added: + Added 8 steam achievements. + Single commander attack orders reimplemented. + Improved orders. + Ability to switch weapon group with mousewheel. + Player names appear on corpses + Engineers with revive now have a different colour icon on minimap. + When dead, friendly Engineers with Revive have a green revive icon above their head. + Diminishing returns on Refineries. (When controlling lots of refineries the return is non linear, should give losing teams a better chance to fight back) + Attack orders targeting infantry now show delayed positions. + Added version number to menu screen. + Spawn point auto selection. + Players now receive rank points for kill assists (will also tell you the name of the player that you assisted). + Class loadouts are now saved for duration of map. + Turret gibs (Turrets break apart after being destroyed). + Game time counter now shown in HUD. + Added ability for mappers to set custom CV freeze times on their maps (emp_sv_commander_freeze_time_override). + Non squad leaders can now invite players to their squad. + Can now leave squads by using the 'F' (popup) menu + Can now accept squad invites by using the 'F' menu. + Players wages are now saved after disconnection from a server (the same way that skill points are). + Skills in empty skill slots are now automatically selected if the player doesnt choose any. + If players dont select a squad they are now automatically assigned to one when they first spawn. + Dead players will now have a revive icon above them when playing as engineer with revive skill. + Engineers can now recycle vehicle carcasses with their repair tool for additional resources. + Commander can now abort recycling of a building by pressing the recycle button again. + Grenadier defusal skill now shows a defuse icon above enemy mines. + Re enabled DirectX 8. + Squad commands accessed from the 'F' menu can now be bound in the main controls menu. + Many new particle effects. + Added convars for setting seismic, HEMG, and DUMG damage multiplier against map buildables. + Revive Engineers can now see the names of dead players. + Added mine indicator icon for Grenadiers. + Added new Brenodi Empire Heavy Tank model. + Added new Brenodi Empire Heavy Pistol model. + Added new Northern Faction APC model. + Added emp_eastborough to official maps. + Added emp_palmbay to official maps. + Added emp_bush to official maps. + Added emp_midbridge to official maps. + Added emp_chain to official maps. + Added emp_arid to official maps. + Added new pine tree model. + The game now updates the commander vote time if it's changed in-game (using the exsting emp_sv_vote_commander_time convar). + New button in command view in the vehicle building screen. "Show me this Factory", centres view on the selected vehicle factory. + Added news panel to main menu. + Added link to forums in Message of the Day. Fixed: * Respawning in APC didn't fully change the loadout. * Enemy units sometimes appear in the wrong area of the mini-map. * emp_force_kill no longer prevents revive after respawning. * Buggy cancellation of attack orders on infantry. * Multiple selection for attack orders. (A box attack order now only selects one unit from the box for the order.) * Client-side mortar collisions. * Flag GUI not displaying on the first flag capture zone entered. * Health/stamina panel not appearing when in command vehicle. * Missiles no longer explode in NF light tank when fired to the right of the vehicle. * Fixed incorrect implementation of scout vehicle speed upgrade skill. * Designing a BE APC in the Vehicle Factory now shows correct side model view (AFV was shown before). * Lost Coast models and materials will now work correctly (instead of Error boxes). * Sudden death text at top of GUI no longer draws over number of tanks. * BE wall now spawns at same height as NF wall (allows them to be fired over by infantry). * Sabotaged turrets will no longer shoot at its hidden saboteur after being repaired. * Scouts hide skill will no longer hide them from their own teams minimap. * Smoke grenades in a vehicle factories build area no longer prevents the construction of vehicles. * Health upgrade skill can no longer upgrade health to max health + 1. * Vehicle camoflague textures now use significantly less video memory. * When an enemy changed sides their corpse could be revived and they would remain on your side. * Armour in vehicle factory build menu was the wrong length on some models. * Engineer build menu no longer has title "Class/Weapon selection". * When scout rifle was zoomed and weapon was changed with 'Q' there would be a strange zoom out effect each time you changed weapon as scout. * Target display has been raised so targets on players are no longer at their feet. * Skill bugs where skills could sometimes be selected but not working. * Commanders no longer get stuck in command view if they open the servers message of the day. * Can no longer see your name when looking directly up in spectator. * Several exploits that could be used to crash servers. * Armour no longer overlaps the vehicle factory vehicle customisation image for certain vehicles. * Can now pick up mines after being revived. * Can now enter command vehicle while its sliding down a hill. * Crosshair could disappear when playing as scout when looking at certain distances. * Vehicle heating could be applied by holding handbrake and forward or reverse buttons simultaneously. Modified: / Instant Heal removes bio damage. / Health crates don't give health in commanderless map Sudden Death. / Players can't be revived in commanderless map Sudden Death. / Players are moved to Spectator when dying in commanderless map Sudden Death. / The green crosshair when pointing at friendlies now extends across further distances. / Attack orders now expire depending on the position of the targeted unit. / Autospotting by buildings modified to spot only after an enemy unit attacks the building. / Changing emp_sv_commander_freeze_time now requires cheats to be enabled. / If a player with less than 100 health gets health upgrade skill their health isn't automatically increased to 130HP. / No longer need to join squads in order. / Research is now free. / Skill boundaries are now: 0/10/30/60. / Players now have hard collisions. / Reduced damage modifiers against map buildables for seismics and Depleted Uranium. / Increased Engineer tool healing distance by 50%. / Minimum value for spawn protection is now 0 seconds (server variable). / Increased vehicle costs. / Updated floor texture for Brenodi Empire Barracks. / Show squad menu when joining a team. / Minimum ammo box placement interval is now 60 seconds. / Building sabotage Damage Over Time reduced by 75%. / Vehicle weapons now have limited ammo again. / Updated emp_canyon. / Updated emp_glycencity. / Updated emp_crossroads. / Updated emp_urbanchaos. / Updated emp_escort. / Updated emp_slaughtered. / Updated emp_money. / Many balance changes. (These include, vehicle hull armour, engines and weapons, player weapons and walls among others) - These are far, far too numerous to write down individually. They'd end up with their own changelog if we did, so you'll just have to take our word for it that a lot has been done. / Updated NF Jeep model to improve visibility Removed: - Ear ringing effect from explosions. - Autospot from buildings. Cameras and Radars still function as normal. Empires v2.4 (first Steam release) November 26, 2011 --------------------- Empires 2.4 Changes Added: New briefing for emp_midbridge New flagpole models and flags in modles/props/flagpole New shotgun sounds for shotguns New death sounds New looped sounds for all standard non-specialized MGs New Explosion sounds for most Vehicle cannons (larger variety of explosions) Updated and expanded Vehicle cannon sounds Added emp_sv_forcespec, which if set to 1 will let players only join the Spectator team Fixed: Reviving suicided players no longer gives a point Fixed the game killing players when jumping into the side of a building Fixed the NF camera/radar models being used for the BE engineers' previews Fixed the binocular zoom exploit Fixed collisions Fixed the shotgun exploit Fixed sticky grenades disappearing when hitting glass; they now go through as normal grenades emp_sv_wait_phase_time now properly updates dynamically Fixed players being able to launch slow RPG's Fixed certain instances of bouncing mortars Fixed circumventing emp_forceautoassign by using jointeam in console Fixed a rapid wall recycle exploit Fixed commanderless maps having their wait time start at map load Fixed engineers not getting rank bonuses Fixed sprays not working for some players Fixed the game saying "Press Attack to Spawn" while out of reinforcements Fixed view offset issues while spectating in first-person Fixed reflective issues on emp_chain and emp_bush Fixed holes in glycencity Fixed shotgun not being selected by default when spawning Modified Bio weapons no longer remove stamina from infantry Engineers now receive rank bonuses the moment they rank up Mines now check if they're floating and fall if they are Changed vehicle MG's to support looping sound files Changed the starting music to the BF1942 version Updated emp_money for HDR lighting and to fix an exploit Major visual update for emp_canyon Optimized emp_cyclopean Added more maps to the default mapcycle Slowed down the BE shotgun's melee speed Vehicle Scripts Armour: Reflective - HP 65 -> 70 Absorbant - HP 60 -> 65 Engines: 3phase - Heat production while moving 3 -> 4 Weapons: Std MG - Damage 35 -> 30, Falloff 2500 -> 2000, Minimal Damage (after Falloff) 25 -> 15 BioMG - Reload time 5 -> 10 Std ML - Damage 50 -> 40 Bio ML - Clip Size 3 -> 5, DamageTimePlayer 30 -> 15 (50% reduction in overall DoT), DamageVehiclePerSec 15 -> 10 (33% reduction in overall DoT) Guided ML - Damage 60 -> 70 Chassis: BE Jeep - Cost 35 -> 20 NF Jeep - Cost 50 -> 25 Infantry Scripts BE Pistol 2 - Clip Size 7 -> 6, Slightly increased spread due to repeated firing, Maximum Ammo 21 -> 18, Spawn Ammo 14 -> 12 BE Rifle 1 - Clip Size 20 -> 30, Maximum Ammo 80 -> 120, Spawn Ammo 80 -> 90 BE/NF Shotgun - Cycle time 1.0 -> 0.7 NFHR - Damage 35 -> 40 Empires v2.31 February 22, 2011 --------------------- Empires 2.31 Changes Balancing Changes: Vehicles: + HIT warhead damage vs composite increased 40%, damage vs Reactive, Regen & Absorbant increased 20% + HEMG damage increased 15 -> 20, HEMG reload time decreased 16 -> 10 + HIT Warhead Heat increased 40 -> 75, HIT Warhead Heat to target decreased 50 -> 30 + Guided ML Damage decreased 70 -> 50, Guided ML reload time icnreased 3 -> 6 + Homing ML Damage decreased 75 -> 40, Homing ML fire rate decreased 2 -> 1, Homing ML reload time decreased 8 -> 6, Homing ML lock on range decreased 8000 -> 5000, Homing ML lock on time decreased 1 -> 0.5, Homing ML Turning ability decreased 6 -> 3 + Upgraded Homing ML removed + Upgraded Guided ML removed + Salvo Homing ML Reload time Decreased 6 -> 4, Salvo Homing ML range decreased 6000 -> 5000, Salvo Homing ML turning ability decreased 6 -> 3 Infantry: + Swapped BEHR and BEAR GUI positions around + Grenadier armour resist reduced from 30% to 20% + BEAR damage decreased 30 -> 25, BEAR ducking base spread decreased by 20%, BEAR moving spread increased 33%, BEAR standing maximum spread decreased 20%, BEAR crouched/prone recoil increased, BEAR standing/crouched/prone recovery increased + BEHR damage decreased 35 -> 30, BEHR moving accuracy increased (considerably), BEHR crouched recoil increased (slightly), BEHR standing recovery increased 300%, BEHR Ironsight spread decreased, BEHR Ironsight kick decreased + NFHR damage decreased 40 -> 30, NFHR falloff removed (will deal 30 damage at all ranges), NFHR standing max inaccuracy decreased, NFHR recoil decreased (considerably) + NFAR damage decreased 35 -> 30, NFAR minimum damage decreased 20 -> 15, NFAR base accuracy decreased, NFAR moving accuracy increased (400%), NFAR standing recoil decreased, NFAR crouched/prone recoil increased, NFAR standing recovery increased Added: + Basic stats sender on server. + "Missing armor/engine" message in vehicle customization. + Rank points for kill assists. + Class loadouts are now saved for the duration of the game. Removed: + Support for DirectX levels lower than 90. Modified: + Revive icon now hovers above ragdoll instead of spot where player died. + Vehicles can now have limited or unlimited ammo to experiment with higher-level weaponry having limited ammo and low-level weaponry having unlimited ammo. + Walls, turrets and cameras are always recycleable. + New dam area on emp_mvalley. + New versions of Brenodi missile turrets level 1 and 2. Fixed: + Unstuck not detecting collisions with the world. + Spawn points blocked by teammates. + Second seat view getting stuck. + emp_cyclopean. + emp_crossroads. Empires v2.30 November 21, 2010 --------------------- Empires 2.30 Changes Balancing Changes: + Changed RPG speed to 1500. + Railgun clip size changed from 15 to 20. + High Explosive Cannon heat changed from 15 to 13. + Updated infantry weapons. + BEHR and BEAR positions in class selection screen switched. + Grenadier mine detection image replaced with Grenadier Armour. + Grenadier Bullet resist 0.0 -> 0.3 (30% resist to bullets. 40 damage weapon does 28 to Grenadier, etc). + Spawn ammo for Scout rifle 15 -> 10. + Max ammo for BEAR 90 -> 80. + Concussion Grenade timer 3 -> 4. + Seismic Grenade timer 6 -> 5 (May or may not make a difference, timer may be hardcoded). + HMG Damage 25 -> 30, HMG Falloff 1000 -> 1500. + Mortar Damage 120 -> 130. + Pistol 1 Damage 30 -> 28, Pistol 1 Minimal damage 23 -> 17, BE pistol clip size 15 -> 12 (NF pistol 1 was always 12). + BE Pistol 2 Minimal Damage 30 -> 25. + BEAR Minimal Damage 22 -> 22, BEAR DuckingSpreadMax 0.2 -> 0.3, BEAR ProneSpreadMax 0.1 -> 0.2, BEAR StandingSpreadIncrement 0.0050 -> 0.0055, BEAR DuckingSpreadIncrement 0.0040 -> 0.0045, BEAR ProneSPreadIncrement 0.0030 -> 0.0035, BEAR IronsightKick (Jumping, Standing, Ducking and Prone) 0.75 -> 0.5 + BEHR Damage 40 -> 35, BEHR Minimal damage 27 -> 20, BEHR StandingSpreadModifier 0.05 -> 0.025, BEHR StandingSpreadDecrement 0.05 -> 0.03, Kick vertically was lowered considerably, but I'd have to paste a tonne of values just to show I lowered it. + Scout Rifle Falloff 8000 -> 6000 (This may or may not make any difference at all. If not, I'll lower it further next patch) + RPG damage 120 -> 130. + NFHR Damage 45 -> 40, NFHR Minimal Damage 30 -> 28, NFHR StandingSpreadModifier 0.1 -> 0.2, NFHR StandingSpread 0.005 -> 0.007, NFHR JumpingSpreadIncrement 0.01 -> 0.022, NFHR JumpingSpreadIncrement 0.008 -> 0.015, NFHR DuckingSpreadIncrement 0.006 -> 0.012, NFHR ProneSpreadIncrement 0.005 -> 0.01 + NFAR Falloff 2000 -> 1500, NFAR FalloffBase 0.9 -> 0.85, NFAR Minimal Damage 24 -> 20 Added: + Muzzle flash effects for cannons, missiles and artillery cannons. + Draw distance set for most particles to 10k units. + Sudden death on urbanchaos after 45 minutes. Removed: Modified: + Allow building refineries near enemy walls. + Restricted turrets during sudden death on maps without commander. + Disabled healing and squad heal during sudden death on maps without commander. + Sudden death causes ticket bleed that ends at 0 : 0. + Lowered speed of vehicles going out of vehicle factory. + Allow building vehicles when vehicle factory is restricted but there's enough wages to pay for vehicle. + Doubled health regeneration from health regeneration skill. + Increased stamina boost from stamina increase skill. + Added tone mapping controller to: emp_crossroads, emp_cyclopean, emp_escort and emp_isle. + Spawn protection is disabled after firing a weapon. Fixed: + Server used wrong collision mask for unstuck check and teleported players that were not stuck. + Armory placed in Hammer and not built at start had working ammo and health crates. + Chat was reset during revive. + Player heard "vehicle constructed" sound instead of the commander. + Client vehicle machine gun firing each frame in prediction. + Commander not visible in death messages for kills from turrets. + Grenades sticking only to NF infantry. + Vehicle spawner checking if chassis was researched when told not to. + Ammo and health crates prediction bug. + Semi-automatic weapons being dependent on player latency. + Vehicles not being precached on map without command vehicle. Empires v2.29 November 8, 2010 --------------------- Empires 2.29 Changes Balancing Changes: + Research time for Mediums reduced by 60 seconds. + Research time for Heavies increased by 90 seconds. + Base cost of Heavies increased. + Base cost of Mediums decreased. + Base cost of Artillery decreased. + Max weight of Artillery increased (+50). + All vehicle weapon costs halved. + Salvo Homing Launcher is now a 3 slot weapon. Reload time changed from 10 s to 6 s. + CV armor heat to target 0.14 -> 0.05. + Tracking systems (precursor to Salvo and Homing) research time/cost increased from 60/60 to 120/400 respectively. Added: + Materials using parallax occlusion mapping. + Custom vbsp.exe that is replacement for source2007/vbsp.exe for mappers that want to compile maps using LightmappedParallax. Removed: Modified: + Reverted RPG speed to 1200. + Updated particles. + emp_escort - Added geometry to last flag, added back pathway from 2nd flag once BE caps. - Added pathway for BE at new tunnel on first flag. - Raised skybox so you can fire mortar upward in most sections of the map. - Added doors to the canal/tunnel on 4th flag that are opened when you build the bridges. - Reenabled level 3 turrets. - Brenodi starts with 1 million resources. + emp_district402 - Disabled bleed. - Enabled sudden death with no revive after 45 minutes. - Moved capture points to make defense at the back viable strategy. - Changed tickets to 150. + emp_cyclopean - Shallowed water. - Fixed tree translucency. - New textures and new water included. - Flattened areas outside of main bases so barracks can fit. - Moved 1 of the center refineries. - Refineries start as built. + Default values for cvars in server.cfg. + Changed mortar reload animation rate from 27 FPS to 40 FPS. + Can holster mortar at any time. + Draw crosshair as red even hiding. + Changed Brenodi chat color to closer to purple. + Mortar shells don't collide with teammates. + Disable revive and squad revive on non-commander maps when sudden death starts. + Don't show scoreboard after game ends. + Changed commander name color to show health of most damaged armor side and vehicle body. + Removed stamina penalty for shooting scout rifle. + Changed scout rifle clip size from 5 to 10. Fixed: + Simplified parallax shader to avoid BSOD caused by fault in graphics card driver. + Enemy commander hearing about vehicle construction. + Fixed incorrect player collision mask used on ladder. + Prediction bug causing non-smooth movement in spectator mode. + Don't show "Spawn blocked" when another player stands on spawn point. Empires v2.28 October 11, 2010 --------------------- Empires 2.28 Changes Balancing changes: + Homing Salvo reload time 5 s -> 10 s. + Rail Gun Clip size 40 -> 15 and reload time 2 s -> 7 s. + Turret Level 2 and 3 research time 90 s and 90 s. + Standard CG damage 24 -> 28, cycle time 0.025 s -> 0.05 s. weight 70 -> 60 + CV armor 250 -> 200, hull 2000 -> 1000. + 10% faster RPG missiles. + HE cannon heat 22 -> 15, Ranged cannon heat 11 -> 10. + GML:Clip Size 4>5|heat 8>7 + UGML:heat 10>8|Clip Size 4>5 + Modified infantry weapon scripts. Added: + Parallax occlusiong mapping shader. Use VertexLitParallax or LightmappedGeneric. Brenodi jeep uses POM as a test. + emp_sv_debug_build_vehicles allows building vehicles without VF. Removed: Modified: + Don't allow making squads without forming previous squads (ie. can't create Bravo without someone creating Alpha first). + Readded 9th mining. + Changed automatic visibility on minimap: - infantry spots enemies within 5000 inches - infantry doesn't spot other infantry - buildings spot infantry within 1000 inches - buildings spot other enemies within 5000 inches (small buildings like MG turret don't spot) + Moved viewpoint on Brenodi Medium tank to the back. + Updated manual. + Updated emp_escort. + Updated emp_isle. Fixed: + No warning about problem with finding commander armor. + Memory corruption on server at level shutdown. Empires v2.27 September 30, 2010 --------------------- Empires 2.27 Changes Added: + Lua chat hooks. + Lua traces and player messages. + Commander can promote any member of squad to leader. Removed: + Research initialization. Modified: + Lowered latency effect on semiautomatic weapons. + Changed Ranged Cannon cycle time to 1.5 s from 2.0 s. Fixed: + Scout not being hidden on minimap. + Team with no barracks was bleeding past last ticket end losing. + Spawn protection enabled outside of barracks. Minimum time set to 1 s. + Wages showing being visible to enemy. + emp_canyon and emp_crossroads. + slua_file not working on dedicated servers. Empires v.26 RC3 September 25, 2010 --------------------- Empires 2.26 RC3 Changes Added: Removed: Modified: + Scaled physics push for tanks driving out of vehicle factory to behave properly with different tickrates. + Allow building artillery tank with 2 small artillery cannons. + Changed vehicle cooling skill bonus from 25% to 15%. Fixed: + Seismic grenade was always doing 100 additional damage. + Fixed wrong ironsight accuracy modifiers. Empires v2.26 RC2 September 24, 2010 --------------------- Empires 2.26 RC2 Changes Modified: + Scouts with radar stealth are not visible on minimap. + Scouts are not visible on minimap when hiding. Fixed: + BE not seeing BE buildings. + Building damage resists parsed improperly were set to 0. + Updated vehicle presets to match modified armors. Empires v2.26 RC1 September 23, 2010 --------------------- Empires 2.26 RC1 Changes Balancing Changes: + Wages: x. Doing actions gains players "wage" x. Wage is a players personal res pool x. Wage is taken before team res while building a tank + CV Engines Heat Output At Idle 1>0|Heat Output At Max 2>4 + Increased heat of all mgs: X. std mg 0.1>1 X. bio mg 0.5>1.5 X. 50 MG 0.2>0.8 X. 50 HMG 0.2>0.8 X. DU MG 0.5>1.5 X. DU HMG 0.75>1.7 X. Chaingun 0.3>0.35 X. chain med 0.5>0.6 X. HE MG 1>3.5 X. Plasma MG untouched + HIT:Force increased to 100,000 + Ranged Cannon: Damage 70 > 60 |Heat 14 > 11| Cycle time 1.5 > 2.0 + Plasma Cannon: Damage 30 > 55 |Heat 26 > 20| Heat to target 20 > 10 + Homing ML: Damage 70 > 75 + Upgraded Homing ML: Damage 85 > 90 + Salvo Homing ML: Damage 40 > 43 + Bio MG DoT Reduced by 1 per interval (6>5, functional DoT 90>75) + Absorbant: HP from 55->60| speed to damage from -0.0075 to -0.008 + Reactive:Damage modifier from 0.9 to 0.8|hp from 70 to 65 + Changed repair values for all vehicles(except CVs) X. repair station hull repair from 25 to 15 X. Engineer hull repair from 1 to 2 X. repair station armor repair from .25 to 1 X. Engineer armor repair from .1 to .05 + Improved Detonation Compounds: time 90 to 30 + Explosive Shells: Time 60 to 120 + lvl 2 turrets 90 sec > 45 sec + lvl 3 turrets 120 sec> 90 sec + regen armor 150 sec > 90 sec + reactive armor 120 sec > 90 sec + NF JEEP: increased cost by 5 (55->60) + BE pistol2: Reduced falloff to 400(from 600) Reduced damage to 14(from 19). Removed burst + Gren: Mine start ammo : From 5 to 4 + Scout: Smg2 ammo from 60 to 80 | Starting Smg2 ammo from 20 to 40 +All buildings resists to mines to 0.9 (except engi camera/radar, walls and AF) + Infantry resists: X. Scout|Mortar resist 0.1>0 Mine resist 0.10>0.11 X. Rifle|Mortar resist 0>0.05 Mine resist 0.30>0.11 X. Gren |Mortar resist unchanged Mine resist 0.15>0.11 X. Engi |Mortar resist 0.1>0 Mine resist unchanged +Ticket Bleed of 1 per 60 seconds after a team loses all spawn points. + Vehicle skills (speed, damage, cooling and armor) give 25% boost by default. + Rifleman infantry damage skill gives 25% boost by default. Added: + Support for empires entities to fade and have choices like parenting and have dynamic shadows etc. + FGD with the correct vehicle spawner names and chassis (and number system) + More Lua bindings and examples. Commands to run Lua code are slua_file and slua_string. + Lua support for advanced research conditions (multiple prereqs, forks, etc) + Coordinates in the voice status, changed position to not be obstructed by other gui elements. + Slow ticket bleed if team has no spawn points (to trigger sudden death). emp_sv_norax_penalty_interval, default is 60. + Promote to lead button for squads. + Color coded vehicle count. Green means unrestricted vehicle factory. + Client-side server bans. Malicious servers are manually added to it by developers. + Metric/imperial option for speedometer + Check for emp_info_params while starting the server. Should give proper error message. + Show max vehicles on GUI + Made rank points and titles scriptable. + Support for ML impact particles + Support for GL explosion particles Removed: + Chassis-specific armors. + Bits of Steamworks API. + Attack orders. Functionality replaced by visibilty of enemy units on minimap. Modified + Removed reloading of clips for vehicle weapons. Vehicle weapons have infinite amount of clips. + Switched to LuaJIT. + emp_sv_debug_instant_build is not a cheat. + Minimum spawn protection changed to 3s. + Removed AllocTempVector to check if it improves performance (potentially less locking). + 2nd skill gets activated after getting 10 rank points. + Empty's Particle Patch 1 + The detail overlay on canyon cliffs. + The detail overlay on the canyon rock models. Fixed: + Crash in vehicle spawner. + Weapon X and Y kick were using same random stream. + Grenade launcher particles. + Double damage from hitting turret. + Server checks for semiautomatic weapon. Fixes exploit. + Duplicate network variables for grenades. + Prediction errors related to stamina. + Vehicle spawner not ignoring research when specified. + Slow weapon lookup from scripts. + Prediction error related to zoom not being run on client. + Player collisions with teammates. + Bots not respawning. + Melee not triggering lag compensation. + Hilltop texture in canyon + GL nuke particles. Empires v2.25b April 29, 2010 ---------------------- Empires 2.25b Changes Balancing changes: + Fission reactor 90 s -> 60 s + Chemistry 90 s -> 60 s + Improved Heat Transfer Fluids 90 s -> 60 s + Advanced Coolant Engine 120 s -> 90 s + Mechanical Engineering 90 s -> 60 s + Upgraded Chassis 90 s -> 60 s + Medium Tank Chassis 120 s -> 90 s + Gas Turbine Engine 150 s -> 120 s + Electrical Engineering 90 s -> 60 s + 3 Phase Engine 60 s -> 30 s + Biology 90 s -> 60 s + Regen armor 180 s -> 150 s + Reactive 150 s -> 120 s + Standard MG damage 40 -> 30 + Medium .50 cal damage 50 -> 40 + Heavy .50 cal damage 60 -> 50 + Chain gun damage 24 -> 16 + Medium chain gun 32 -> 35 + RPG missile damage 105 -> 120 Removed: + White flash when firing cannon or missile launcher. + Outdated map-specific config files. Modified: + Optimized particle effects. + Steam avatar is now used as voice chat icon. + Disabled pushing away from other players. + Resource amount on emp_streetsoffire changed to 75% of current value. + emp_sv_refinery_multiplier 3 -> 10 on emp_escort. Fixed: + Fixed crash when drawing crosshair. + Fixed crash when using vehicle factory from commander view. + Fixed crash when creating engineer kit sparks. + Fixed engineer sparks created multiple times per frame on client. + Tickets used are saved for reconnecting players. + Fixed exploit where player could skip delays between bursts. + Player could select weapons not belonging to his class/team. Empires v2.25a April 18, 2010 ---------------------- Empires 2.25a Changes Modified: + 3 phase APC engine horsepower set to 1050 from 5000. + Used SSE2 for all server and client binaries. + Reflective armor's damage reduction is cut off at 50% and depends linearly on angle between missile direction and surface normal. Fixed: + Fixed crash when player didn't have one of weapon choices filled in. + Fixed crash on NULL activator in vehicle spawner. Empires v2.25 April 14, 2010 ---------------------- Empires 2.25 Changes Added: + Spectators can now see the names and health of nearby players when spectating. + Hint system. + Speedometer. + emp_forceautoassign + emp_scrambleteams + Map entities swappable between teams, via a console setting. + Autorespawn support for emp_vehicle_spawner. You can still spawn as many vehicles as you like, but only the most recent will respawn on its destruction. + Sabotage support for map buildables. + Steamworks API. + Chat escape sequences %_r and %_R for research and research time respectively. + Skins (camouflage) for vehicles. + Unbuilt and sabotaged building effects. + Chassis-specific self-destruct timers for vehicles. + More weapon variables like turning speed, explosion force, etc can be changed in the scripts. + Made grenade timer, damage and explosion radius scriptable. + Made heal and repair amount for the engy tool scriptable. + Custom particles appear on a vehicle when it dies. + Implemented scriptable VGUI skills and weapons for the classes. + emp_sv_lua_from file displays Lua error messages now. + Per map particle manifests. + Particle support for all grenades. + Particles for vehicle weapons. + Show current research in hud. + Color in commander name dependent on health. + Cvar to show damage done to tanks in number. + Added a console command to dump all the active sound names. + Static crosshair with hud_dynamicrosshair 0. Modified: + Map skybox raised for commander view and standardized squad artillery. + emp_canyon: Reworked with textures and added rain. + emp_district402: Added back way into NF 3rd flag. + emp_duststorm: Reworked with textures and effects. + emp_isle: Retextured, replaced old palm trees and added 2 new ladder in NW. + emp_glycencity: Retextured and tweaked to allow acceptable HDR, new snow blending effect. + CV hull health is 2000, CV armor plate health is 250. + Soft collisions: player doesn't collide with teammates but instead is slowly pushed away. + Optimized bandwidth used by dumb missiles and shells. + Optimized CPU time used by tanks. + Scout sabotage changed from damage type to setting health directly. + Chat window now always has a slightly grey background. + Sabotage damage to 4hp every 3 seconds. + The amount of ammo a class gets at spawn is now scriptable. + Grenadier can now carry 12 rockets (gets 8 at spawn). He also gets 5 mines at spawn (max is still 8). + When spotting enemy armor, it will now name the actual chassis of the vehicle instead of just "armor". + Restrict skid sounds to play only if handbrake is pressed. + Limit horns to a time interval, rather than 4 times per map. + Game music volume is now set by volume slider in options. + First spawn does not take any tickets. + Bots follow your view angles in vehicles. + Ambient Sound Lengths are no longer hardcoded. + Changed the dropdown-box for vehicle weapons to buttons. + Enable APC spawns from the start. + Disabled green background in mortar HUD. + Scoreboard now shows the classes of all players after the game ends. + Player now always sees the chassis indicator for tanks of the same team. + Moved heat capacity from chassis to engine. + Each commander has his own engine now. + Increased the amount of particles that can be sent through the TE system to 4096. + Increased the max engineer walls to 30. Full walls now cost 3 of this limit, 1/3 walls cost 1. + Fixed an issue with commander ML turrets not doing damage when you built them and then changed team. + Made the vehicle preset dropdown bigger so you can write more in it. + Precache all vehicle models on maps where commander exists. + Dead people can talk with alive people. + Teammates are not blinded by concussion grenades. + Projectiles (grenades) go through friendly players. Fixed: + emp_streetsoffire: Fixed crash. + Changing infantry weapons as vehicle passenger works again. + Invalid chat escape sequences are printed back to chat. + Particle tracers no longer spout off attachment error. + Chat window hides when nothing to read. + Crash in spectator. + Crash with the vehicle spawner. + Calculator amount doesn't get reset on suicide. + Can now destroy buildables that have never been healed (issue with solid on spawn). + Fixed issue with sabotage triggered outputs. + Stats saving after a client disconnect. + Passenger could control tank. + Removed unnecessary (un)parenting when getting attachments. + Multiplayer tonemapping fixes. + Unbuilt walls not taking damage. + Fixed bug where player sees mortar shells from a grenadier staying inside his model. + Fix showing default tracer instead of weapon-specific for vehicle MGs. + Scout rifle cycle time matches animation. + Effective turn rate of missiles depending on tick rate. + Resources given from refineries with output greater than 1 weren't scaled properly. + Incorrect starting point for weapon tracer. + Scout silencer not working.